/// <summary> /// Initializes the Singleton instance /// </summary> private void Initialize() { title = "Options"; Rectangle screenRectangle = Rectangle.FromSize(new Point(Screen.currentResolution.width, Screen.currentResolution.height)); Rectangle winRectangle = Rectangle.FromSize(new Point(450, 400)); winRectangle = winRectangle.CenterInside(screenRectangle); position = winRectangle.ToRect(); //Debug.Log("position: " + position); minSize = maxSize = winRectangle.Size.ToVector2(); wantsMouseMove = true; IconSetter.SetIcon(this); }
// ReSharper disable UnusedMember.Local static void Init() // ReSharper restore UnusedMember.Local { /** * Instantiate window * */ var window = GetWindow(typeof(ReferenceWindow), false, "Reference"); window.autoRepaintOnSceneChange = true; window.minSize = new Vector2(100, 100); window.Show(); IconSetter.SetIcon(window); }
// ReSharper disable UnusedMember.Local static void Init() // ReSharper restore UnusedMember.Local { /** * Instantiate window * */ var window = GetWindow(typeof(RenderingDebugWindow), false, DipSwitches.RenderingDebugWindowName); window.autoRepaintOnSceneChange = true; window.minSize = new Vector2(300, 300); window.Show(); IconSetter.SetIcon(window); }
[MenuItem("Window/eDriven.Gui/Main")] // eDriven.Gui Designer // ReSharper disable UnusedMember.Local static void Init() // ReSharper restore UnusedMember.Local { /** * Instantiate window * */ var window = GetWindow(typeof(MainWindow), DipSwitches.IsUtilityWindow, DipSwitches.MainWindowName); window.autoRepaintOnSceneChange = true; window.minSize = new Vector2(DipSwitches.MinWindowWidth, DipSwitches.MinWindowHeight); window.wantsMouseMove = true; window.Show(); IconSetter.SetIcon(window); _showLogo = true; }
// ReSharper disable UnusedMember.Local void OnEnable() // ReSharper restore UnusedMember.Local { IconSetter.SetIcon(this); // subscribe to changes PlayModeStateChangeEmitter.Instance.ChangesAppliedSignal.Connect(ChangesAppliedSlot); /*EditorState.Instance.SelectionChangeSignal.Connect(SelectionChangeSlot); * EditorState.Instance.HierarchyChangeSignal.Connect(HierarchyChangeSlot);*/ PersistenceManager.Instance.MonitoredObjectAddedSignal.Connect(MonitoredObjectAddedSlot); //PersistenceManager.Instance.ChangesAppliedSignal.Connect(ChangesAppliedSlot); HierarchyChangeProcessor.Instance.ChangesProcessedSignal.Connect(ChangesProcessedSlot); //EditorState.Instance.HierarchyProcessedSignal.Connect(ChangesProcessedSlot); EditorState.Instance.WatchChangesChangedSignal.Connect(WatchChangesChangedSlot); }
// ReSharper disable UnusedMember.Local void OnEnable() // ReSharper restore UnusedMember.Local { IconSetter.SetIcon(this); /** * 1. Initialize the PlayModeStateChangeEmitter instance * We are subscribing to it's ChangesAppliedSignal to react when changes applied * so we could then pust the changes to views (events, children and layout view) * */ var p = PlayModeStateChangeEmitter.Instance; // init p.PlayModeStoppedSignal.Connect(PlayModeStoppedSlot); p.ChangesAppliedSignal.Connect(ChangesAppliedSlot); // a single slot connects only once, i.e. no need to vorry about the duplication OrderDisplay.Instance.CollectionChangedSignal.Connect(CollectionChangedSlot); EditorState.Instance.SelectionChangeSignal.Connect(SelectionChangeSlot); HierarchyChangeProcessor.Instance.ChangesProcessedSignal.Connect(ChangesProcessedSlot); //EditorState.Instance.HierarchyProcessedSignal.Connect(HierarchyChangeSlot); }
// ReSharper disable UnusedMember.Local void OnEnable() // ReSharper restore UnusedMember.Local { IconSetter.SetIcon(this); }
/*void Awake() * { * Debug.Log("MainWindow->Awake"); * EditorState.Instance.OnEnableSignal.Connect(OnEnableSlot); * EditorState.Instance.OnDisableSignal.Connect(OnDisableSlot); * }*/ // ReSharper disable once UnusedMember.Local void OnEnable() { IconSetter.SetIcon(this); #if DEBUG if (DebugMode) { Debug.Log("*** OnEnable ***"); } #endif // process the post script creation addition (runs after the compile) //CreatedScriptAdditionProcessor.Instance.Process(); PostCompileScriptProcessor.Instance.Process(); /** * Initialize the PlayModeStateChangeEmitter instance * We are subscribing to it's ChangesAppliedSignal to react when changes applied * so we could then push changes to views (events, children and layout view) * */ PlayModeStateChangeEmitter.Instance.ChangesAppliedSignal.Connect(ChangesAppliedSlot); // a single slot connects only once, i.e. no need to vorry about the duplication HierarchyChangeProcessor.Instance.ChangesProcessedSignal.Connect(HierarchyChangsProcessedSlot); /** * Subscribe to ButtonClickedSignal of the HierarchyViewDecorator * */ HierarchyViewDecorator.Instance.ButtonClickedSignal.Connect(HierarchyWindowButtonClickedSlot); /** * Check prerequisites for displaying play mode overlay * */ if (_initialHierarchyChangeDone) { if (EditorSettings.InspectorEnabled) { OverlayPrerequisitesChecker.Check(); } } //SerializationChangesUpdater.Instance.Process(); /** * 3. Set the flag to false * Will be set to true from within OnHierarchyChange * */ _initialHierarchyChangeDone = false; /** * 4. * */ DesignModeStrategy.Start(); /** * 5. Initialize the toolbox * */ ToolboxInitializer.Initialize(); /** * Selection change * */ EditorState.Instance.SelectionChangeSignal.Connect(SelectionChangeSlot); /** * 6. Subscribes to game-view component double-clicks * */ //DesignerOverlay.DoubleClickSignal.Connect(DoubleClickSlot); /** * Update bounds * */ HandleBounds(_bounds); }