public override void Activate() { if (!active) { active = true; CommandStack.Push(commandMap); HelpOverlay.Push("RunSimulation"); // Wake everything up. parent.ActivateAllGameThings(); // This is commented out since it was removing Creatables from the level // when it shouldn't. In particular if you restart Kodu, find a level in // the LoadLevelMenu, and choose Edit, it would remove all the creatables. // Running and then editing would restore them so it's not peristing the // removal. // Normally I'd just delete the line but if this change starts causing issues // it might help to know this was here. If it's now 2019 or later you can // probably feel free to remove this. :-) //parent.RemoveCreatablesFromScene(); timerInstrument = Instrumentation.StartTimer(Instrumentation.TimerId.InGameRunSim); #if !NETFX_CORE // Refresh the list of attached microbits. { System.Threading.Thread t = new System.Threading.Thread(new System.Threading.ThreadStart(MicrobitManager.RefreshWorker)); t.Start(); } #endif // Be sure all Auth UI is hidden. AuthUI.HideAllDialogs(); base.Activate(); } if (Program2.CmdLine.Exists("analytics")) { #if !NETFX_CORE Console.WriteLine("Begin Analytics"); #endif ObjectAnalysis oa = new ObjectAnalysis(); oa.beginAnalysis(MainMenu.StartupWorldFilename.ToString()); // GamePadInput.stopActiveInputTimer(); //deactivate the menu on exit to stop the timer Deactivate(); // Wave bye, bye. #if NETFX_CORE Windows.UI.Xaml.Application.Current.Exit(); #else BokuGame.bokuGame.Exit(); #endif } } // end of RunSimUpdateObj Activate()
public override void OnActivate() { timerInstrument = Instrumentation.StartTimer(Instrumentation.TimerId.InGameSmoothLevelTool); base.OnActivate(); PickerX = brushPicker; // Assign X button to brush picker and activate. // If the location of the cursor is not over any terrain then // don't allow the magic brush as the default. if (Terrain.GetTerrainHeightFlat(Boku.InGame.inGame.Cursor3D.Position) == 0.0f) { // By not including the magic brush in the brush set we // force the picker to change the current brush to one // of the standard brushes if not already. brushPicker.BrushSet = Brush2DManager.BrushType.Binary; } brushPicker.BrushSet = Brush2DManager.BrushType.Binary | Brush2DManager.BrushType.Selection; brushPicker.UseAltOverlay = true; inGame.Terrain.LevelHeight = Terrain.GetTerrainHeightFlat(shared.editBrushPosition); PickerY = materialPicker; // Assign Y button to material picker and activate. } // end of OnActivate()
override public void Activate() { if (state != States.Active) { // Do stack handling here. If we do it in the update object we have no // clue which order things get pushed and popped and madness ensues. CommandStack.Push(commandMap); pendingState = States.Active; BokuGame.objectListDirty = true; saveChangesActivated = false; HelpOverlay.ToolIcon = null; InGame.inGame.RenderWorldAsThumbnail = true; timerInstrument = Instrumentation.StartTimer(Instrumentation.TimerId.MiniHubTime); Foley.PlayMenuLoop(); Time.Paused = true; AuthUI.ShowStatusDialog(); } }
override public void Activate() { if (state != States.Active) { // If we're in a tutorial and we get to the MainMenu, kill the tutorial. TutorialManager.Deactivate(); // Do stack handling here. If we do it in the update object we have no // clue which order things get pushed and popped and madness ensues. CommandStack.Push(commandMap); shared.menu.Active = true; pendingState = States.Active; BokuGame.objectListDirty = true; // Restore the default texture map for UI use. BokuGame.bokuGame.shaderGlobals.EnvTextureName = null; // Not persisting, make sure it's empty. XmlOptionsData.WebUserSecret = String.Empty; timerInstrument = Instrumentation.StartTimer(Instrumentation.TimerId.MainMenuTime); Foley.PlayMenuLoop(); } } // end of MainMenu Activate()
public override void OnActivate() { timerInstrument = Instrumentation.StartTimer(Instrumentation.TimerId.InGameWaterTool); base.OnActivate(); PickerY = waterPicker; inGame.ShowCursor(); } // end of OnActivate()
public override void OnActivate() { timerInstrument = Instrumentation.StartTimer(Instrumentation.TimerId.InGameRaiseLowerTool); base.OnActivate(); PickerX = brushPicker; // Assign X button to brush picker and activate. brushPicker.BrushSet = Brush2DManager.BrushType.All | Brush2DManager.BrushType.Selection; } // end of OnActivate()
} // end of GetHelpDescription() /// <summary> /// Activates the AddItem help card. /// </summary> /// <param name="parent">Parent pie selector.</param> /// <param name="typeName">This is the string that identifies the type of the object we're getting help for. This is used to get the correct help data from the Help class.</param> /// <param name="objectName">This the displayed name of the object/actor. This comes from the Strings class and may be localized.</param> public void Activate(PieSelector parent, string typeName, string objectName) { ToolTipManager.Clear(); if (typeName == null || objectName == null) { return; } this.parent = parent; if (state != States.Active) { // Ensure we have valid help before activating. shared.actorHelp = Help.GetActorHelp(typeName); if (shared.actorHelp == null || shared.actorHelp.upid == null) { return; } // Do stack handling here. If we do it in the update object we have no // clue which order things get pushed and popped and madness ensues. CommandStack.Push(commandMap); state = States.Active; shared.curActorName = objectName; if (shared.actorHelp.description != null) { shared.descBlob.RawText = shared.actorHelp.description.Trim(); } shared.SetUpGrid(); if (shared.examplesGrid != null) { shared.examplesGrid.Active = true; } // Always start the description at the beginning. shared.topLine = 0; shared.descOffset = 0; // Get the current scene thumbnail. shared.thumbnail = InGame.inGame.SmallThumbNail; // Tell InGame we're using the thumbnail so no need to do full render. InGame.inGame.RenderWorldAsThumbnail = true; HelpOverlay.Push(@"HelpCardAddItem"); timerInstrument = Instrumentation.StartTimer(Instrumentation.TimerId.AddItemHelpCards); } } // end of Activate
public override void OnActivate() { timerInstrument = Instrumentation.StartTimer(Instrumentation.TimerId.InGameDeleteTool); base.OnActivate(); PickerX = brushPicker; // Assign X button to brush picker and activate. brushPicker.BrushSet = Brush2DManager.BrushType.Binary | Brush2DManager.BrushType.StretchedBinary | Brush2DManager.BrushType.Selection; brushPicker.UseAltOverlay = true; } // end of HeightMapTool OnActivate()
public override void Activate() { if (!active) { base.Activate(); parent.cursor3D.Deactivate(); shared.editObjectParameters.Activate(); timerInstrument = Instrumentation.StartTimer(Instrumentation.TimerId.InGameEditObjectParameters); } } // end of EditObjectParametersUpdateObj Activate()
public override void OnActivate() { timerInstrument = Instrumentation.StartTimer(Instrumentation.TimerId.InGameRaiseLowerTool); base.OnActivate(); Boku.InGame.inGame.Cursor3D.Hidden = true; PickerX = brushPicker; // Assign X button to brush picker and activate. brushPicker.BrushSet = Brush2DManager.BrushType.All | Brush2DManager.BrushType.StretchedAll | Brush2DManager.BrushType.Selection; } // end of HeightMapTool OnActivate()
public override void OnActivate() { timerInstrument = Instrumentation.StartTimer(Instrumentation.TimerId.InGameSpikeyHillyTool); base.OnActivate(); Boku.InGame.inGame.Cursor3D.Hidden = true; Terrain.Reseed(); PickerX = brushPicker; // Assign X button to brush picker and activate. brushPicker.BrushSet = Brush2DManager.BrushType.All | Brush2DManager.BrushType.StretchedAll | Brush2DManager.BrushType.Selection; } // end of NoiseTool OnActivate()
public override void OnActivate() { timerInstrument = Instrumentation.StartTimer(Instrumentation.TimerId.InGameSmoothLevelTool); base.OnActivate(); Boku.InGame.inGame.Cursor3D.Hidden = true; PickerX = brushPicker; // Assign X button to brush picker and activate. brushPicker.BrushSet = Brush2DManager.BrushType.All | Brush2DManager.BrushType.StretchedAll | Brush2DManager.BrushType.Selection; endSamplePosition = shared.editBrushPosition; inGame.Terrain.LevelHeight = Terrain.GetTerrainHeightFlat(shared.editBrushPosition); } // end of RoadLevelTool OnActivate()