} // end of RunSimUpdateObj Activate() public override void Deactivate() { if (active) { active = false; if (parent.cursorClone != null) { parent.cursorClone.Deactivate(); parent.cursorClone = null; } // Deactivate the PreGame if any. if (parent.PreGame != null) { parent.PreGame.Active = false; } CommandStack.Pop(commandMap); HelpOverlay.Pop(); Instrumentation.StopTimer(timerInstrument); #if !NETFX_CORE MicrobitManager.ReleaseDevices(); #endif base.Deactivate(); // ObjectAnalysis oa = new ObjectAnalysis(); //oa.beginAnalysis("out.txt"); } } // end of RunSimUpdateObj Deactivate()
} // end of EditWorldParametersUpdateObj Activate() public override void Deactivate() { if (active) { shared.editWorldParameters.Deactivate(false); HelpOverlay.Pop(); if (EditWorldParameters.CameraSetMode) { parent.CurrentUpdateMode = UpdateMode.EditObject; } else if (EditWorldParameters.NextLevelMode) { parent.CurrentUpdateMode = UpdateMode.SelectNextLevel; } else if (shared.editWorldParameters.IsInProgrammingTileMode()) { parent.CurrentUpdateMode = UpdateMode.EditObject; } else { parent.CurrentUpdateMode = UpdateMode.ToolMenu; } Instrumentation.StopTimer(timerInstrument); base.Deactivate(); } }
} // end of MainMenu Activate() override public void Deactivate() { if (state != States.Inactive) { // 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. shared.menu.Active = false; CommandStack.Pop(commandMap); shared.menu.DeleteText(Strings.Localize("mainMenu.resume")); shared.menu.Active = false; // Just to be sure. shared.optionsMenu.Deactivate(); pendingState = States.Inactive; BokuGame.objectListDirty = true; GamePadInput.IgnoreUntilReleased(Buttons.A); Instrumentation.StopTimer(timerInstrument); Foley.StopMenuLoop(); } } // end of MainMenu Deactivate()
} // end of OnActivate() public override void OnDeactivate() { inGame.HideCursor(); base.OnDeactivate(); Instrumentation.StopTimer(timerInstrument); } // end of OnDeactivate()
} // end of OnActivate() public override void OnDeactivate() { base.OnDeactivate(); Terrain.Current.EndSelection(); Instrumentation.StopTimer(timerInstrument); } // end of OnDeactivate()
} // end of HeightMapTool OnActivate() public override void OnDeactivate() { base.OnDeactivate(); UnSelectAll(); Instrumentation.StopTimer(timerInstrument); }
} // end of EditObjectParametersUpdateObj Activate() public override void Deactivate() { if (active) { shared.editObjectParameters.Deactivate(); Instrumentation.StopTimer(timerInstrument); base.Deactivate(); } }
} // end of Activate override public void Deactivate() { if (state != States.Inactive) { // 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.Pop(commandMap); state = States.Inactive; if (shared.examplesGrid != null) { shared.examplesGrid.Active = false; } InGame.inGame.RenderWorldAsThumbnail = false; HelpOverlay.Pop(); Instrumentation.StopTimer(timerInstrument); } }
override public void Deactivate() { if (state != States.Inactive && pendingState != States.Inactive) { // 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.Pop(commandMap); HelpOverlay.Pop(); shared.menu.Active = false; pendingState = States.Inactive; BokuGame.objectListDirty = true; InGame.inGame.RenderWorldAsThumbnail = false; Instrumentation.StopTimer(timerInstrument); Foley.StopMenuLoop(); Time.Paused = false; AuthUI.HideAllDialogs(); } }
} // end of OnActivate() public override void OnDeactivate() { base.OnDeactivate(); Instrumentation.StopTimer(timerInstrument); } // end of OnDeactivate()