예제 #1
0
            }   // 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()
예제 #2
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            }   // 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();
                }
            }
예제 #3
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        }   // 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()
예제 #4
0
        }   // end of OnActivate()

        public override void OnDeactivate()
        {
            inGame.HideCursor();

            base.OnDeactivate();

            Instrumentation.StopTimer(timerInstrument);
        }   // end of OnDeactivate()
예제 #5
0
        }                             // end of OnActivate()

        public override void OnDeactivate()
        {
            base.OnDeactivate();

            Terrain.Current.EndSelection();

            Instrumentation.StopTimer(timerInstrument);
        }   // end of OnDeactivate()
예제 #6
0
        }   // 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);
            }
        }
예제 #9
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        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();
            }
        }
예제 #10
0
        }                             // end of OnActivate()

        public override void OnDeactivate()
        {
            base.OnDeactivate();
            Instrumentation.StopTimer(timerInstrument);
        }   // end of OnDeactivate()