public override void DoRedo() { if (Undo.Current.EditMenu.State != Editing.EditStates.MarkersStat) { Undo.Current.EditMenu.State = Editing.EditStates.MarkersStat; Undo.Current.EditMenu.ChangeCategory(4); } for (int i = 0; i < Markers.Length; i++) { Markers[i].Redo(); if (i == 0) { SelectionManager.Current.SelectObject(Markers[i].Marker.MarkerObj.gameObject); } else { SelectionManager.Current.SelectObjectAdd(Markers[i].Marker.MarkerObj.gameObject); } } SelectionManager.Current.FinishSelectionChange(); MarkerSelectionOptions.UpdateOptions(); }
public override void DoRedo() { if (Undo.Current.EditMenu.State != Editing.EditStates.MarkersStat) { Undo.Current.EditMenu.State = Editing.EditStates.MarkersStat; Undo.Current.EditMenu.ChangeCategory(4); } for (int i = 0; i < Markers.Length; i++) { Markers[i].Redo(); if (i == 0) { SelectionManager.Current.SelectObject(Markers[i].Marker.MarkerObj.gameObject); } else { SelectionManager.Current.SelectObjectAdd(Markers[i].Marker.MarkerObj.gameObject); } } MarkerSelectionOptions.UpdateOptions(); /* * Undo.Current.Scenario.ARMY_ = ARMY_; * Undo.Current.Scenario.Mexes = Mexes; * Undo.Current.Scenario.Hydros = Hydros; * Undo.Current.Scenario.SiMarkers = SiMarkers; * Undo.Current.Scenario.SaveArmys = SaveArmys; */ /* * Undo.Current.EditMenu.EditMarkers.GenerateAllWorkingElements(); * Undo.Current.EditMenu.EditMarkers.AllMarkersList.UpdateList(); * Undo.Current.Scenario.MarkerRend.Regenerate(); * * Undo.Current.EditMenu.EditMarkers.Selected = Selected; * Undo.Current.EditMenu.EditMarkers.SymmetrySelectionList = SymmetrySelectionList; * Undo.Current.EditMenu.EditMarkers.UpdateSelectionRing(); */ }