protected override void HandleActorIntersection(BaseActor actor, Vector2 position) { var armature = actor as ArmatureActor; if (armature == null) return; Context.Selected = armature.SkeletonComponent.GetIntersectedBoneAttachedAssets(position).FirstOrDefault(); }
public MoveActorCommand(BaseActor ba, Vector2 fromPosition, Vector2 toPosition) { _ba = ba; _fromPosition = fromPosition; _toPosition = toPosition; }
public RotateActorCommand(BaseActor ba, float previousRotation, float currentRotation) { _ba = ba; _previousRotation = previousRotation; _currentRotation = currentRotation; }
private void SceneViewControl_OnSelectedActorChange(BaseActor actor) { /*ActorWidgetAdapter adapter = actor as ActorWidgetAdapter; if (adapter == null) return; if (!_widgetModeViewModel.HasActor) { TranslateButton.IsChecked = true; adapter.WidgetMode = WidgetMode.Translate; } _widgetModeViewModel.ActorWidgetAdapter = adapter;*/ CommandManager.InvalidateRequerySuggested(); }
public ActorPropertyEditor(BaseActor actor) : this() { _actor = actor; }
public void Run() { _actor = _scene.AddWorldEntity(_actorType) as BaseActor; _initializer(_actor, _position); }
protected override void HandleActorIntersection(BaseActor actor, Vector2 position) { var bone = actor as BoneActor; Context.Selected = bone; }
protected abstract void HandleActorIntersection(BaseActor actor, Vector2 position);
public SelectActorCommand(BaseActor selected, BaseActor toSelect) { _previouslySelected = selected; _newlySelected = toSelect; }