internal void LoadObject() { if (GlobalClass.SelectedNode != null) { selected = ObjectSelected.Node; GlobalClass.SelectedNode.ActiveFolderPath = ActiveFoler; if (GlobalClass.SelectedNode.Read()) { nodecount = GlobalClass.SelectedNode.Nodes.Count.ToString(); entitycount = GlobalClass.SelectedNode.Entities.Count.ToString(); } else { nodecount = "0"; entitycount = "0"; } } else if (GlobalClass.SelectedEntity != null) { selected = ObjectSelected.Entity; fullimage = GlobalClass.SelectedEntity.GetFullImage(ActiveFoler); } else { selected = ObjectSelected.None; } this.Invalidate(); }
public DeckSelection() { ObjectSelected = delegate(DeckObject deckObject) { }; ObjectDeselected = delegate(DeckObject deckObject) { }; ObjectFocused = delegate(DeckObject deckObject) { }; ObjectDefocused = delegate(DeckObject deckObject) { }; }
/// <summary> /// Selects a <see cref="DrawableHitObject"/> without performing capture updates. /// </summary> /// <param name="hitObject">The <see cref="DrawableHitObject"/> to select.</param> /// <returns>Whether <paramref name="hitObject"/> was selected.</returns> private bool select(DrawableHitObject hitObject) { if (!selectedHitObjects.Add(hitObject)) { return(false); } ObjectSelected?.Invoke(hitObject); return(true); }
public void SetSelectedObject(Selectable selected) { // Select all objects to make sure only one object is selected // TODO: We know we can only select one object, and we know the object we have selected DeselectAllObjects(); // Play object select sound soundManager.PlaySelectObjectSound(); // Set the selected object and update listeners selectedObject = selected; hasSelectedObject = true; ObjectSelected?.Invoke(selected); // Select the object selected.Select(); // Let camera orbit around selected object cameraController.SetTarget(selected.gameObject); }
private void Select(VisualObject obj) { ObjectSelected?.Invoke(obj); }
protected void RaiseSelectedChanged(TECObject obj) { ObjectSelected?.Invoke(obj); }