コード例 #1
0
        /// <summary>
        /// Reloads the composition.
        /// </summary>
        /// <remarks>Reloading is useful if you want to run simulation multiple times in one execution time.
        /// Some models aren't able to run simulation after it was already run, and may crash in such case.
        /// That's because they need to create new instance of them, on which the <c>Initialize</c> method
        /// is called.
        /// Reloading is done same way like when you save the composition to OPR file, restarts the application,
        /// and open this OPR file again. Of course, it is done only internally in the memory.</remarks>
        public void Reload()
        {
            _editorMode = EEditorMode.Unspecified;

            XmlDocument xmlDocument = new XmlDocument();

            SaveToXmlDocument(xmlDocument);

            // preserve members that aren't saved to XML
            bool oldShouldBeSaved = _shouldBeSaved;

            Release();
            AssemblySupport.ReleaseAll();

            LoadFromXmlDocument(Path.GetDirectoryName(_filePath), xmlDocument);

            _shouldBeSaved = oldShouldBeSaved;
        }
コード例 #2
0
ファイル: TerrainWindow.cs プロジェクト: Baensi/Assets
        void OnEnable()
        {
            gameData    = new List<HideObjectData>();
            currentMode = EEditorMode.ModeAdd;
            tmpData     = new List<TempObject>();

            windowGUI   = new WindowGUI(this);
        }
コード例 #3
0
ファイル: TerrainWindow.cs プロジェクト: Baensi/Assets
        /// <summary>
        /// Горячие клавиши
        /// </summary>
        private void onControls()
        {
            if (Event.current.keyCode == KeyCode.KeypadPlus) {
                windowGUI.brushSize += 0.02f;
                this.Repaint();
            }

            if (Event.current.keyCode == KeyCode.KeypadMinus) {
                windowGUI.brushSize -= 0.02f;
                this.Repaint();
            }

            if (Event.current.keyCode == KeyCode.F9 && Event.current.type == EventType.KeyDown) {
                windowGUI.designMode=!windowGUI.designMode;
                this.Repaint();
            }

            if (Event.current.keyCode == KeyCode.F10 && Event.current.type == EventType.KeyDown) {
                windowGUI.consoleMode=!windowGUI.consoleMode;
                this.Repaint();
            }

            if (Event.current.type == EventType.KeyDown && Event.current.keyCode == KeyCode.Escape) {
                doDropObject();
                this.Repaint();
            }

            if (Event.current.alt)
                currentMode = EEditorMode.ModePick;

            if (Event.current.control)
                currentMode = EEditorMode.ModeDelete;

            if (!Event.current.alt && !Event.current.control)
                currentMode = EEditorMode.ModeAdd;

            selectModeOn = Event.current.alt && Event.current.type == EventType.MouseUp && Event.current.button == 0;
            addingModeOn = Event.current.shift && Event.current.type == EventType.MouseDown;
            deleteModeOn = Event.current.control && Event.current.type == EventType.mouseDown;
        }
コード例 #4
0
        /// <summary>
        /// Reloads the composition.
        /// </summary>
        /// <remarks>Reloading is useful if you want to run simulation multiple times in one execution time.
        /// Some models aren't able to run simulation after it was already run, and may crash in such case.
        /// That's because they need to create new instance of them, on which the <c>Initialize</c> method
        /// is called. 
        /// Reloading is done same way like when you save the composition to OPR file, restarts the application,
        /// and open this OPR file again. Of course, it is done only internally in the memory.</remarks>
        public void Reload()
        {
            _editorMode = EEditorMode.Unspecified;

            XmlDocument xmlDocument = new XmlDocument();

            SaveToXmlDocument(xmlDocument);

            // preserve members that aren't saved to XML
            bool oldShouldBeSaved = _shouldBeSaved;

            Release();
            AssemblySupport.ReleaseAll();

            LoadFromXmlDocument(Path.GetDirectoryName(_filePath), xmlDocument);

            _shouldBeSaved = oldShouldBeSaved;
        }