public void DrawPanel_MouseUp_Default(object sender, System.Windows.Forms.MouseEventArgs e) { var actordatas = VP1.GetSelectedActors(); if (actordatas != null && actordatas.Length == 1) { if (actordatas[0].Actor.GetComponent <EngineNS.Bricks.RecastRuntime.NavMeshBoundVolumeComponent>() != null) { var test = BuildNavMesh(true); } } }
public EditorControl() { InitializeComponent(); EngineNS.CEngine.Instance.TickManager.AddTickInfo(this); VP1.UndoRedoKey = UndoRedoKey; CompCtrl.LinkedPropertyGrid = PG; CompCtrl.UndoRedoKey = UndoRedoKey; ModulesCtrl.LinkedPropertyGrid = PG; Outliner.LinkedPropertyGrid = PG; Outliner.UndoRedoKey = UndoRedoKey; Action action = async() => { await CEditorEngine.Instance.AwaitEngineInited(); System.Reflection.PropertyInfo prop = EngineNS.CEngine.Instance.GameEditorInstance.GetType().GetProperty("EditOperator"); //var op = prop.GetValue(EngineNS.CEngine.Instance.GameEditorInstance, null); var op = EngineNS.CEngine.Instance.GameEditorInstance.EditOperator; if (op != null) { ((EngineNS.Editor.GEditOperationProcessor)op).OnSelectedActorsChanged += OnSelectedActorsChanged; } }; action(); var editor = EngineNS.CEngine.Instance.GameEditorInstance as CoreEditor.CEditorInstance; editor.WorldEditorControl = this; //sceneGraph.BindViewPort(VP1); //sceneGraph.OnSelectSceneGraphs = SceneGraphCtrl_OnSelectSceneGraphs; //nodes.BindViewPort(VP1); LoadEditorConfig(); NAV.Instance = RCTileMeshBuilder; VP1.AddNavActorEvent -= AddActorEvent; VP1.AddNavActorEvent += AddActorEvent; VP1.DRemoveActor -= DeleteActorEvent; VP1.DRemoveActor += DeleteActorEvent; VP1.OnSelectAcotrs -= SelectActors; VP1.OnSelectAcotrs += SelectActors; VP1.AddMouseUpEvent(DrawPanel_MouseUp_Default); //AutoBuilding.show }
void SceneGraphCtrl_OnSelectSceneGraphs(List <EngineNS.GamePlay.SceneGraph.ISceneNode> graphNodes) { //nodes.UnSelectAll(); VP1.SelectActor(null); PG.Instance = graphNodes.ToArray(); if (graphNodes.Count > 0) { var scene = graphNodes[0] as EngineNS.GamePlay.SceneGraph.GSceneGraph; if (scene != null) { ModulesCtrl.SetSceneGraph(scene); ModulesCtrl.Visibility = Visibility.Visible; } else { ModulesCtrl.Visibility = Visibility.Collapsed; } } CompCtrl.Visibility = Visibility.Collapsed; }