private bool ShouldActorBeListed(bool isOffstageList, VoosActor actor) { return((actor.GetIsOffstageEffective() == isOffstageList) && !actor.GetWasClonedByScript() && (showCopiesToggle.isOn || actor.GetCloneParentActor() == null) && actor.GetDisplayName().ToLower().Contains(searchInput.text.ToLower())); }
public void UpdateAllFields() { if (!ui.nameField.isFocused) { ui.nameField.text = actor.GetDisplayName(); } if (!ui.tagsField.isFocused) { ui.tagsField.text = actor.GetJoinedTags(); } if (!ui.descriptionField.isFocused) { ui.descriptionField.text = actor.GetDescription(); } // this pattner (remove listener, set, add again) is a hack to make the undo system worl ui.hideInPlayModeToggle.onValueChanged.RemoveListener(ToggleHideInPlayMode); ui.hideInPlayModeToggle.isOn = actor.GetHideInPlayMode(); ui.hideInPlayModeToggle.onValueChanged.AddListener(ToggleHideInPlayMode); ui.isOffStageToggle.onValueChanged.RemoveListener(OnOffstageToggleChanged); ui.isOffStageToggle.isOn = actor.GetIsOffstageEffective(); ui.isOffStageToggle.onValueChanged.AddListener(OnOffstageToggleChanged); // Only let user toggle on/off stage if this is an unparented actor. ui.isOffStageToggle.interactable = !actor.IsParentedToAnotherActor(); // ui.isOffStageToggle.gameObject.SetActive(editMain.ShowAdvanced()); }
private bool ShouldActorBeListed(bool isOffstageList, VoosActor actor) { return(actor.GetName() != "__GameRules__" && (actor.GetIsOffstageEffective() == isOffstageList) && !actor.GetWasClonedByScript() && (actor.GetDisplayName().ToLower().Contains(searchInput.text.ToLower()))); }
public void RemoveTargetActor(VoosActor actor) { if (!IsActorInTargetActors(actor)) { return; } if (actor != null && actor.GetIsOffstageEffective()) { actor.SetOffstageGhostRenderableVisibleAndInteractive(false); } targetActors.Remove(actor); RemoveTargetFeedbackForActor(actor); if (focusedTargetActor == actor) { if (targetActors.Count > 0) { focusedTargetActor = targetActors[targetActors.Count - 1]; } else { focusedTargetActor = null; } } targetActorsChanged?.Invoke(targetActors); }
public void DeleteActor(VoosActor actor) { bool cannotDelete = actor == null || actor.IsLockedByAnother() || actor.IsBuiltinActor(); if (cannotDelete) { return; } Vector3 pos = actor.transform.position; effects.Trigger("Explosion_FX", pos, Quaternion.identity, actor.GetIsOffstageEffective()); RemoveTargetActor(actor); engine.DestroyActor(actor); }