public static void CloseWindow() { if (null == m_Instance) { return; } m_Instance.Close(); m_Instance = null; }
private void ClearData() { OnStop(); // editor state m_bPlay = false; m_bIsCreateNew = false; m_bInitSceneCamera = false; m_fAniTimeLastValue = 0f; m_ActionId = -1; // editor data m_ObjMap = null; if (null != m_ObjMapInstance) { UnityEngine.Object.Destroy(m_ObjMapInstance); // clear terrain CloseTerrain(); } m_ObjMapInstance = null; m_DurationInputBuffer = null; m_MapIDInputBuffer = null; // action data m_fAniTimeValue = 0f; m_CurrentActionName = null;; m_CurrentMapName = ""; m_FileData = null; m_KeyFrameDataDict = null; //Close Windows var subTypeQuery = from t in Assembly.GetExecutingAssembly().GetTypes() where IsSubClassOf(t, typeof(AbstractFrameEdit)) select t; foreach (var type in subTypeQuery) { MethodInfo method = type.GetMethod("CloseWindow"); method.Invoke(null, null); } m_RuntimeParam.ClearData(); AERuntimeParamEditorWindow.CloseWindow(); ActionKeyframeWindow.CloseWindow(); ActionTimeChangeWindow.CloseWindow(); ActionListWindow.CloseWindow(); ConflictSolveWindow.CloseWindow(); }
private void ChoiseMap(ActionFileData data) { m_Instance.Close(); m_Instance = null; ActionEditorWindow.Instance.OpenAction(data); }
static void CreateWindow() { m_Instance = EditorWindow.GetWindow<ActionListWindow>(false, "方案列表", true); }
static void CreateWindow() { m_Instance = EditorWindow.GetWindow <ActionListWindow>(false, "方案列表", true); }