public void SetBuildMode(EditModeState state) { EditModeState previousState = currentEditModeState; if (currentActiveMode != null) currentActiveMode.Deactivate(); currentActiveMode = null; switch (state) { case EditModeState.Inactive: break; case EditModeState.FirstPerson: currentActiveMode = firstPersonMode; if (cursorGO != null) cursorGO.SetActive(true); break; case EditModeState.GodMode: if (cursorGO != null) cursorGO.SetActive(false); currentActiveMode = godMode; break; } currentEditModeState = state; if (currentActiveMode != null) { currentActiveMode.Activate(sceneToEdit); currentActiveMode.SetSnapActive(isSnapActive); entityHandler.SetActiveMode(currentActiveMode); } OnChangedEditModeState?.Invoke(previousState, state); }
public void SetActiveMode(BIWMode buildMode) { currentActiveMode = buildMode; DeselectEntities(); }