private void OnComponentRemoving(object sender, ComponentEventArgs e) { if (this.ComponentRemoving != null) this.ComponentRemoving(sender, e); }
private void Scene_ComponentRemoving(object sender, ComponentEventArgs e) { // Ignore events during transition if (Scene.IsSwitching) return; if (!this.buttonShowComponents.Checked) { GameObjectNode objNode = (e.Component != null && e.Component.GameObj != null) ? this.FindNode(e.Component.GameObj) : null; if (objNode != null) objNode.UpdateIcon(e.Component); return; } ComponentNode oldObjNode = this.FindNode(e.Component); if (oldObjNode == null) return; Node parentNode = oldObjNode.Parent; parentNode.Nodes.Remove(oldObjNode); this.UnregisterNodeTree(oldObjNode); }
private void OnComponentAdded(object sender, ComponentEventArgs e) { if (this.ComponentAdded != null) this.ComponentAdded(sender, e); }
private void Scene_ComponentAdded(object sender, ComponentEventArgs e) { // Ignore events during transition if (Scene.IsSwitching) return; if (!this.buttonShowComponents.Checked) { GameObjectNode objNode = (e.Component != null && e.Component.GameObj != null) ? this.FindNode(e.Component.GameObj) : null; if (objNode != null) objNode.UpdateIcon(); return; } // Find the parent node to add to Node parentNode = e.Component.GameObj != null ? this.FindNode(e.Component.GameObj) : this.objectModel.Root; // No parent node existing? This must be a new object then. if (parentNode == null) { // Let the parent handle it when it registers. return; } ComponentNode newObjNode = this.ScanComponent(e.Component); this.InsertNodeSorted(newObjNode, parentNode); this.RegisterNodeTree(newObjNode); }
private void Scene_ComponentAdded(object sender, ComponentEventArgs e) { if (!this.buttonShowComponents.Checked) { GameObjectNode objNode = (e.Component != null && e.Component.GameObj != null) ? this.FindNode(e.Component.GameObj) : null; if (objNode != null) objNode.UpdateIcon(); return; } ComponentNode newObjNode = this.ScanComponent(e.Component); Node parentNode = e.Component.GameObj != null ? this.FindNode(e.Component.GameObj) : this.objectModel.Root; this.InsertNodeSorted(newObjNode, parentNode); this.RegisterNodeTree(newObjNode); }
private void Scene_ComponentRemoving(object sender, ComponentEventArgs e) { if (this.camComp == e.Component) this.SetCurrentCamera(null); }
private void OnComponentRemoving(object sender, ComponentEventArgs e) { this.ComponentRemoving?.Invoke(sender, e); }
private void OnComponentAdded(object sender, ComponentEventArgs e) { this.ComponentAdded?.Invoke(sender, e); }