Ejemplo n.º 1
0
// ReSharper disable once UnusedMember.Local
        void OnDisable()
        {
#if DEBUG
            if (DebugMode)
            {
                Debug.Log("*** OnDisable ***");
            }
#endif
            // stop design mode strategy
            DesignModeStrategy.Stop();
        }
Ejemplo n.º 2
0
        /*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);
        }