Exemple #1
0
 private void OnTerrainIsDirectedSmoothChanged(object p_obj, LE_GUIInterface.EventHandlers.BoolEventArgs p_args)
 {
     // set directed smooth flag
     m_GUI3dTerrain.IsDirectedSmooth = p_args.Value;
     // show direction if possible
     m_GUI3dTerrain.SetCursorPosition(new Vector3(Screen.width / 2, Screen.height / 2, 0));
 }
Exemple #2
0
 private void OnSelectedObjectIsSleepOnStartChanged(object p_obj, LE_GUIInterface.EventHandlers.BoolEventArgs p_args)
 {
     if (m_GUI3dObject.SelectedObject != null && m_GUI3dObject.SelectedObject.IsRigidbodySleepingStartEditable)
     {
         bool isChanged = m_GUI3dObject.SelectedObject.IsRigidbodySleepingStart != p_args.Value;
         if (isChanged)
         {
             UR_CommandMgr.Instance.Execute(new LE_CmdChangeObjectIsSleepingStart(m_GUI3dObject.SelectedObject, p_args.Value));
             // notify listeners that the level data was changed
             if (LE_EventInterface.OnChangeLevelData != null)
             {
                 LE_EventInterface.OnChangeLevelData(m_GUI3dObject.SelectedObject, new LE_LevelDataChangedEvent(LE_ELevelDataChangeType.OBJECT_RIGIDBODY_SLEEPING_START));
             }
         }
     }
     else
     {
         Debug.LogError("LE_LogicObject: OnSelectedObjectIsSleepOnStartChanged was called, but the selected object does not allow to change this property (or nothing is selected)! You should listen to the LE_GUIInterface.delegates.SetIsSelectedObjectSleepPropertyInteractable and change the UI's state accordingly. This will prevent users from getting irritated by not working buttons.");
     }
 }