Esempio n. 1
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 /// <summary>
 /// Creates the new scene object undo command.
 /// </summary>
 /// <param name="obj">Scene object on which to apply the performed changes.</param>
 /// <param name="oldState">Recorded original state of the scene object(s).</param>
 /// <param name="newState">Recorded new state of the scene object(s).</param>
 /// <param name="description">
 /// Optional description of the changes made to the scene object between the two states.
 /// </param>
 public RecordSceneObjectUndo(SceneObject obj, SerializedSceneObject oldState, SerializedSceneObject newState,
                              string description)
 {
     this.obj      = obj;
     this.oldState = oldState;
     this.newState = newState;
 }
Esempio n. 2
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            /// <summary>
            /// Creates a new object instance, recording the current state of the scene object.
            /// </summary>
            /// <param name="obj">Scene object to record the state of.</param>
            /// <param name="hierarchy">If true, the child scene objects will be recorded as well.</param>
            /// <param name="description">
            /// Optional description that describes the change that is happening.
            /// </param>
            internal SceneObjectToRecord(SceneObject obj, bool hierarchy, string description)
            {
                this.obj         = obj;
                this.description = description;

                orgState = new SerializedSceneObject(obj, hierarchy);
            }
Esempio n. 3
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            /// <summary>
            /// Generates the diff from the previously recorded state and the current state. If there is a difference
            /// an undo command is recorded.
            /// </summary>
            internal void RecordCommand()
            {
                if (obj.IsDestroyed)
                {
                    return;
                }

                var newState = new SerializedSceneObject(obj);

                UndoRedo.Global.RegisterCommand(new RecordSceneObjectUndo(obj, orgState, newState, description));
            }
            /// <summary>
            /// Records the current scene object state.
            /// </summary>
            internal void RecordCommand()
            {
                if (obj.IsDestroyed)
                {
                    return;
                }

                var state = new SerializedSceneObject(obj);

                UndoRedo.Global.RegisterCommand(new NewSceneObjectUndo(obj, state));
            }
 private static extern void Internal_CreateInstance(SerializedSceneObject instance, IntPtr so, bool hierarchy);
Esempio n. 6
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 private static extern void Internal_SerializedSceneObject(SerializedSceneObject managedInstance, SceneObject sceneObject, bool hierarchy);
 /// <summary>
 /// Creates the new scene object undo command.
 /// </summary>
 /// <param name="obj">Newly created scene object on which to apply the command.</param>
 /// <param name="state">Recorded state of the scene object.</param>
 public NewSceneObjectUndo(SceneObject obj, SerializedSceneObject state)
 {
     this.obj   = obj;
     this.state = state;
 }