/// <summary> /// 初期化 /// </summary> public override void Initialize(UnitEditor unitEditor, UnitEditorStateMachine owner) { base.Initialize(unitEditor, owner); //状態の初期化 InitializeStates(states); }
private UnitEditorUIShowHideComponent activeUIComponent; //有効コンポーネント #region VirtualFunction /// <summary> /// 初期化。こっちを使う /// </summary> public override void Initialize(UnitEditor unitEditor, UnitEditorUI editorUI) { base.Initialize(unitEditor, editorUI); //コンポーネントの初期化 InitializeUIComponents(uiComponents); }
public override void Initialize(UnitEditor unitEditor) { base.Initialize(unitEditor); //マーカープールの初期化 InitializeMarkerPool(markerPools); }
// Methods /// <summary> /// Initializes MainUnitFile with the given file name. /// </summary> /// <param name="fName">The name of the file</param> public void InitUnitFile(string filePath) { /// We're wrapping most of this method in a try-catch block to catch file exceptions. /// This will allow the app to quickly recover from incorrect file selections try { // First things first, initialize MainUnitFile MainUnitFile = new UnitFile(filePath); MainUnitFile.init(); // Now that we've initialized the file, pull out the names for each unit UnitName tempUName; foreach (UnitFileNode node in MainUnitFile.UnitDir.TheUnits) { tempUName = new UnitName(node.TheUnit, node.Index); // Toss it on the NameList.. UnitEditor.NameList.Add(tempUName); // ...and on the Armies Armies.AddUnit(tempUName); } // Finally, set UnitEditor to the first unit in the list UnitEditor.changeSelection(UnitEditor.NameList[0]); } catch (SUE_InvalidFileException ivfe) { // Send message to user, redo file open. throw ivfe; } }
/// <summary> /// 初期化 /// </summary> public override void Initialize(UnitEditor unitEditor, UnitEditorStateMachine owner) { base.Initialize(unitEditor, owner); //ユーティリティの初期化 renderer.Initialize(unitEditor); snapper.Initialize(unitEditor); }
/// <summary> /// 初期化 /// </summary> public override void Initialize(UnitEditor unitEditor, UnitEditorStateMachine owner) { base.Initialize(unitEditor, owner); polyLine = (UnitEditorPolyLine)owner; markers = new List <SpriteMarker>(); }
private bool draw; //描画フラグ #region VirtualFunction public override void Initialize(UnitEditor unitEditor) { base.Initialize(unitEditor); mainLine = new PolyLine2D(); subLine = new PolyLine2D(); mf = GetComponent <MeshFilter>(); eMeshes = new EasyMesh[2]; }
public ColorEditField colorEditField; //仮 #region VirtualFunction public override void Initialize(UnitEditor unitEditor) { base.Initialize(unitEditor); //コンポーネントの初期化 if (sidemenu) { sidemenu.Initialize(unitEditor, this); } }
public static void Init() { IsInit = false; NodeTypes.FetchNode(); NodeInputSystem.Fetch(); ConnectionType.Fetch(); TreeNodeReflectionSystem.Fetch(); NodeEditor.CreateManager(); UnitEditor.CreateManager(); IsInit = true; if (TrigInit != null) { TrigInit(); } }
private PrioritySnap prevSnap = null; //前回のスナップ #region VirtualFunction /// <summary> /// 初期化 /// </summary> public override void Initialize(UnitEditor unitEditor) { base.Initialize(unitEditor); mf = GetComponent <MeshFilter>(); snaps = new List <PrioritySnap>(); addSnaps = new List <PrioritySnap>(); addSnapCallbackDic = new Dictionary <PrioritySnap, Action>(); //デフォルトスナップの追加 AddDefaultSnap(); //表示 if (initWithShow) { Show(); } }
/// <summary> /// 初期化 /// </summary> public virtual void Initialize(UnitEditor unitEditor) { this.unitEditor = unitEditor; }
/// <summary> /// 初期化。こっちを使う /// </summary> public virtual void Initialize(UnitEditor unitEditor, UnitEditorUI editorUI) { base.Initialize(unitEditor); this.editorUI = editorUI; }
public override void Initialize(UnitEditor unitEditor) { base.Initialize(unitEditor); }
public override void Initialize(UnitEditor unitEditor, UnitEditorUI editorUI) { base.Initialize(unitEditor, editorUI); }
public static void OpenWindow() { UnitEditor window = (UnitEditor)EditorWindow.GetWindow(typeof(UnitEditor)); window.Show(); }
/// <summary> /// 初期化 /// </summary> public override void Initialize(UnitEditor unitEditor, UnitEditorStateMachine owner) { base.Initialize(unitEditor, owner); polyLine = (UnitEditorPolyLine)owner; }
/// <summary> /// 初期化。こっちを使う /// </summary> public virtual void Initialize(UnitEditor unitEditor, UnitEditorUI editorUI, UnitEditorUIShowHide showHide) { base.Initialize(unitEditor, editorUI); this.showHide = showHide; }
void OnEnable() { IsPaintDone = false; UnitEditor.StartInterrupted(); }
public override void Initialize(UnitEditor unitEditor) { base.Initialize(unitEditor); partsObjs = new List <PartsObject>(); }
public override void Initialize(UnitEditor unitEditor) { Initialize(unitEditor, null); }
/// <summary> /// 初期化 /// </summary> public virtual void Initialize(UnitEditor unitEditor, UnitEditorStateMachine owner) { base.Initialize(unitEditor); this.owner = owner; }