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)); }
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."); } }