protected override void HandleActorIntersection(BaseActor actor, Vector2 position)
 {
     var armature = actor as ArmatureActor;
     if (armature == null) return;
     Context.Selected =
         armature.SkeletonComponent.GetIntersectedBoneAttachedAssets(position).FirstOrDefault();
 }
 public MoveActorCommand(BaseActor ba, Vector2 fromPosition, Vector2 toPosition)
 {
     _ba = ba;
     _fromPosition = fromPosition;
     _toPosition = toPosition;
 }
 public RotateActorCommand(BaseActor ba, float previousRotation, float currentRotation)
 {
     _ba = ba;
     _previousRotation = previousRotation;
     _currentRotation = currentRotation;
 }
        private void SceneViewControl_OnSelectedActorChange(BaseActor actor)
        {
            /*ActorWidgetAdapter adapter = actor as ActorWidgetAdapter;
            if (adapter == null) return;

            if (!_widgetModeViewModel.HasActor)
            {
                TranslateButton.IsChecked = true;
                adapter.WidgetMode = WidgetMode.Translate;
            }

            _widgetModeViewModel.ActorWidgetAdapter = adapter;*/

            CommandManager.InvalidateRequerySuggested();
        }
 public ActorPropertyEditor(BaseActor actor)
     : this()
 {
     _actor = actor;
 }
 public void Run()
 {
     _actor = _scene.AddWorldEntity(_actorType) as BaseActor;
     _initializer(_actor, _position);
 }
 protected override void HandleActorIntersection(BaseActor actor, Vector2 position)
 {
     var bone = actor as BoneActor;
     Context.Selected = bone;
 }
 protected abstract void HandleActorIntersection(BaseActor actor, Vector2 position);
 public SelectActorCommand(BaseActor selected, BaseActor toSelect)
 {
     _previouslySelected = selected;
     _newlySelected = toSelect;
 }