Esempio n. 1
0
 private void ChangeClipboardPreview(bool visible)
 {
     if ((this.m_copiedFloatingObjects.Count == 0) || !visible)
     {
         foreach (MyFloatingObject local1 in this.m_previewFloatingObjects)
         {
             Vector4?   color         = null;
             Vector3?   inflateAmount = null;
             MyStringId?lineMaterial  = null;
             Sandbox.Game.Entities.MyEntities.EnableEntityBoundingBoxDraw(local1, false, color, 0.01f, inflateAmount, lineMaterial);
             local1.Close();
         }
         this.m_previewFloatingObjects.Clear();
         this.m_visible = false;
     }
     else
     {
         Sandbox.Game.Entities.MyEntities.RemapObjectBuilderCollection((IEnumerable <MyObjectBuilder_EntityBase>) this.m_copiedFloatingObjects);
         using (List <MyObjectBuilder_FloatingObject> .Enumerator enumerator2 = this.m_copiedFloatingObjects.GetEnumerator())
         {
             while (enumerator2.MoveNext())
             {
                 MyFloatingObject floatingObject = Sandbox.Game.Entities.MyEntities.CreateFromObjectBuilder(enumerator2.Current, false) as MyFloatingObject;
                 if (floatingObject == null)
                 {
                     this.ChangeClipboardPreview(false);
                     break;
                 }
                 this.MakeTransparent(floatingObject);
                 this.IsActive  = visible;
                 this.m_visible = visible;
                 Sandbox.Game.Entities.MyEntities.Add(floatingObject, true);
                 MyFloatingObjects.UnregisterFloatingObject(floatingObject);
                 floatingObject.Save = false;
                 this.DisablePhysicsRecursively(floatingObject);
                 this.m_previewFloatingObjects.Add(floatingObject);
             }
         }
     }
 }
        private void ChangeClipboardPreview(bool visible)
        {
            if (m_copiedFloatingObjects.Count == 0 || !visible)
            {
                foreach (var grid in m_previewFloatingObjects)
                {
                    MyEntities.EnableEntityBoundingBoxDraw(grid, false);
                    grid.Close();
                }
                m_previewFloatingObjects.Clear();
                m_visible = false;
                return;
            }

            MyEntities.RemapObjectBuilderCollection(m_copiedFloatingObjects);

            foreach (var gridBuilder in m_copiedFloatingObjects)
            {
                var previewFloatingObject = MyEntities.CreateFromObjectBuilder(gridBuilder) as MyFloatingObject;
                if (previewFloatingObject == null)
                {
                    ChangeClipboardPreview(false);
                    return;// Not enough memory to create preview grid or there was some error.
                }

                MakeTransparent(previewFloatingObject);
                IsActive  = visible;
                m_visible = visible;
                MyEntities.Add(previewFloatingObject);
                // MW: we want the floating object to be added to the scene, but we dont want to treat it as a real floating object
                MyFloatingObjects.UnregisterFloatingObject(previewFloatingObject);
                previewFloatingObject.Save = false;
                DisablePhysicsRecursively(previewFloatingObject);
                m_previewFloatingObjects.Add(previewFloatingObject);
            }
        }
Esempio n. 3
0
 protected override void Closing()
 {
     MyFloatingObjects.UnregisterFloatingObject(this);
     base.Closing();
 }