Exemple #1
0
        private void OnActorParentChanged(Actor actor, Actor prevParent)
        {
            ActorNode node       = null;
            var       parentNode = GetActorNode(actor.Parent);

            // Try use previous parent actor to find actor node
            var prevParentNode = GetActorNode(prevParent);

            if (prevParentNode != null)
            {
                // If should be one of the children
                node = prevParentNode.FindChildActor(actor);

                // Search whole tree if node was not found
                if (node == null)
                {
                    node = GetActorNode(actor);
                }
            }
            else if (parentNode != null)
            {
                // Create new node for that actor (user may unlink it from the scene before and now link it)
                node = SceneGraphFactory.BuildActorNode(actor);
            }
            if (node == null)
            {
                return;
            }

            // Get the new parent node (may be missing)
            if (parentNode != null)
            {
                // Change parent
                node.TreeNode.UnlockChildrenRecursive();
                node.ParentNode = parentNode;
            }
            else
            {
                // Check if actor is selected in editor
                if (Editor.SceneEditing.Selection.Contains(node))
                {
                    Editor.SceneEditing.Deselect();
                }

                // Remove node (user may unlink actor from the scene but not destroy the actor)
                node.Dispose();
            }
        }
Exemple #2
0
        private void OnActorDeleted(ActorNode node)
        {
            for (int i = 0; i < node.ChildNodes.Count; i++)
            {
                if (node.ChildNodes[i] is ActorNode child)
                {
                    i--;
                    OnActorDeleted(child);
                }
            }

            ActorRemoved?.Invoke(node);

            // Cleanup part of the graph
            node.Dispose();
        }
Exemple #3
0
        private void OnActorParentChanged(Actor actor, Actor prevParent)
        {
            ActorNode node = null;

            // Try use previous parent actor to find actor node
            var prevParentNode = GetActorNode(prevParent);

            if (prevParentNode != null)
            {
                // If should be one of the children
                node = prevParentNode.FindChildActor(actor);

                // Search whole tree if node was not found
                if (node == null)
                {
                    node = GetActorNode(actor);
                }
            }
            else
            {
                // Create new node for that actor (user may unlink it from the scene before and now link it)
                node = SceneGraphFactory.BuildActorNode(actor);
            }
            if (node == null)
            {
                return;
            }

            // Get the new parent node (may be missing)
            var parentNode = GetActorNode(actor.Parent);

            if (parentNode != null)
            {
                // Change parent
                node.ParentNode = parentNode;
            }
            else
            {
                // Remove node (user may unlink actor from the scene but not destroy the actor)
                node.Dispose();
            }
        }