Пример #1
0
 static void EditorManager_EditorModeChanged(object sender, EditorModeChangedArgs e)
 {
     if (e._newMode == EditorManager.Mode.EM_PLAYING_IN_EDITOR || e._newMode == EditorManager.Mode.EM_PLAYING_IN_GAME)
     {
         // Set settings in the settings map
         ManagedBase.SettingsMap.SetSetting("AskForDebuggerOnScriptError", EditorManager.Settings.AskForDebuggerOnScriptError.ToString());
     }
 }
Пример #2
0
 static void EditorManager_EditorModeChanged(object sender, EditorModeChangedArgs e)
 {
     // Disable editing in Play-the-game mode
     if (EditorManager.ActiveView.CurrentContext is TerrainEditingBaseContext && e._newMode == EditorManager.Mode.EM_PLAYING_IN_GAME)
     {
         EditorManager.ActiveView.SetDefaultContext();
     }
 }
Пример #3
0
        void EditorManager_EditorModeChanged(object sender, EditorModeChangedArgs e)
        {
            GetWorldRuntimeCollisionParams(); // refresh grid reflecting any changes to the physics module collision filter
            UpdateStatus();

            // We didn't have a chance to configure the VDB port at Engine startup - so let's do it when changing the Editor Mode, which is the
            // earliest point at which the VDB connection is stepped anyway.
            HavokManaged.ManagedModule.SetVisualDebuggerPort(EditorManager.Settings.VisualDebuggerPort);
        }
Пример #4
0
 //this functions gets called if the mode in the editor is changed
 private void EditorManager_EditorModeChanged(object sender, EditorModeChangedArgs e)
 {
     if (e._newMode == EditorManager.Mode.EM_NONE)
     {
         this.Image    = _buttonIconPlay;
         this.DropDown = _play_Dropdown; //reactivate dropdown menu
         if (_loopTimer.Enabled)         //if timer is running, stop it
         {
             _loopTimer.Stop();
             _loopTimer.Tick -= new EventHandler(TimerElapsed);
         }
     }
     else
     {
         this.Image    = _buttonIconStop;
         this.DropDown = null; //deactivate dropdown menu
     }
 }
        void EditorManager_EditorModeChanged(object sender, EditorModeChangedArgs e)
        {
            if ((EditorManager.Scene == null) || (EditorManager.Scene.AllShapesOfType(typeof(HavokAiEditorPlugin.Shapes.HavokNavMeshShape)).Count == 0))
            {
                return;
            }

            if (e.action == EditorModeChangedArgs.Action.ModeChanged)
            {
                if (e._newMode == EditorManager.Mode.EM_NONE)
                {
                    HavokAiManaged.ManagedModule.SetConnectToPhysicsWorld(false);
                }
                else if (e._newMode == EditorManager.Mode.EM_PLAYING_IN_EDITOR || e._newMode == EditorManager.Mode.EM_PLAYING_IN_GAME)
                {
                    if (_panel.WantPhysicsConnection())
                    {
                        HavokAiManaged.ManagedModule.SetConnectToPhysicsWorld(true);
                    }
                }
            }
        }
Пример #6
0
        void EditorManager_EditorModeChanged(object sender, EditorModeChangedArgs e)
        {
            if ((EditorManager.Scene == null) || (EditorManager.Scene.AllShapesOfType(typeof(HavokAiEditorPlugin.Shapes.HavokNavMeshShape)).Count == 0))
            return;

              if (e.action == EditorModeChangedArgs.Action.ModeChanged)
              {
            if (e._newMode == EditorManager.Mode.EM_NONE)
            {
              HavokAiManaged.ManagedModule.SetConnectToPhysicsWorld(false, true);
            }
            else if (e._newMode == EditorManager.Mode.EM_PLAYING_IN_EDITOR || e._newMode == EditorManager.Mode.EM_PLAYING_IN_GAME)
            {
              if (_panel.WantPhysicsConnection())
              {
            HavokAiManaged.ManagedModule.SetConnectToPhysicsWorld(true, false);
              }
            }
              }
        }
Пример #7
0
 //this functions gets called if the mode in the editor is changed
 private void EditorManager_EditorModeChanged(object sender, EditorModeChangedArgs e)
 {
     if (e._newMode == EditorManager.Mode.EM_NONE)
       {
     this.Image = _buttonIconPlay;
     this.DropDown = _play_Dropdown; //reactivate dropdown menu
     if (_loopTimer.Enabled) //if timer is running, stop it
     {
       _loopTimer.Stop();
       _loopTimer.Tick -= new EventHandler(TimerElapsed);
     }
       }
       else
       {
     this.Image = _buttonIconStop;
     this.DropDown = null; //deactivate dropdown menu
       }
 }
Пример #8
0
        /// <summary>
        /// Respond to play mode changed
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void EditorManager_EditorModeChanged(object sender, EditorModeChangedArgs e)
        {
            // update the play button (play/stop button image)
              if (e.action == EditorModeChangedArgs.Action.ModeChanged)
              {
            switch (e._newMode)
            {
              case EditorManager.Mode.EM_NONE:
            {
              if (_lastActivePlayMode == EditorManager.Mode.EM_ANIMATING)
                toolStripDropDownButton_PlayMode.Image = global::Editor.Properties.Resources.toolbar_play_animate;
              else if (_lastActivePlayMode == EditorManager.Mode.EM_PLAYING_IN_EDITOR)
                toolStripDropDownButton_PlayMode.Image = global::Editor.Properties.Resources.toolbar_play_editor;
              else if (_lastActivePlayMode == EditorManager.Mode.EM_PLAYING_IN_GAME)
                toolStripDropDownButton_PlayMode.Image = global::Editor.Properties.Resources.toolbar_play_game;

              toolStripDropDownButton_PlayMode.DropDown = _play_Dropdown;
              View.Dock = System.Windows.Forms.DockStyle.Fill;
            }
            break;
              case EditorManager.Mode.EM_ANIMATING:
            {
              toolStripDropDownButton_PlayMode.Image = global::Editor.Properties.Resources.toolbar_stop_animate;
              toolStripDropDownButton_PlayMode.DropDown = null;
            }
            break;
              case EditorManager.Mode.EM_PLAYING_IN_EDITOR:
            {
              toolStripDropDownButton_PlayMode.Image = global::Editor.Properties.Resources.toolbar_stop_editor;
              toolStripDropDownButton_PlayMode.DropDown = null;
            }
            break;
              case EditorManager.Mode.EM_PLAYING_IN_GAME:
            {
              toolStripDropDownButton_PlayMode.Image = global::Editor.Properties.Resources.toolbar_stop_game;
              toolStripDropDownButton_PlayMode.DropDown = null;
            }
            break;
            }
              }
        }
Пример #9
0
 static void EditorManager_EditorModeChanged(object sender, EditorModeChangedArgs e)
 {
     if(e._newMode == EditorManager.Mode.EM_PLAYING_IN_EDITOR || e._newMode == EditorManager.Mode.EM_PLAYING_IN_GAME)
       {
     // Set settings in the settings map
     ManagedBase.SettingsMap.SetSetting("AskForDebuggerOnScriptError", EditorManager.Settings.AskForDebuggerOnScriptError.ToString());
       }
 }
Пример #10
0
 /// <summary>
 /// Respond to play mode changed
 /// </summary>
 /// <param name="sender"></param>
 /// <param name="e"></param>
 private void EditorManager_EditorModeChanged(object sender, EditorModeChangedArgs e)
 {
     // update the play button (play/stop button image), the export button etc.
       if (e.action==EditorModeChangedArgs.Action.ModeChanged)
       {
     UpdateMainToolbarStates();
     UpdateStatusBar();
       }
 }
Пример #11
0
        void EditorManager_EditorModeChanged(object sender, EditorModeChangedArgs e)
        {
            GetWorldRuntimeCollisionParams(); // refresh grid reflecting any changes to the physics module collision filter
              UpdateStatus();

              // We didn't have a chance to configure the VDB port at Engine startup - so let's do it when changing the Editor Mode, which is the
              // earliest point at which the VDB connection is stepped anyway.
              HavokManaged.ManagedModule.SetVisualDebuggerPort(EditorManager.Settings.VisualDebuggerPort);
        }
Пример #12
0
 void EditorManager_EditorModeChanged(object sender, EditorModeChangedArgs e)
 {
     GetWorldRuntimeCollisionParams(); // refresh grid reflecting any changes to the physics module collision filter
       UpdateStatus();
 }
Пример #13
0
 void EditorManager_EditorModeChanged(object sender, EditorModeChangedArgs e)
 {
     GetWorldRuntimeCollisionParams(); // refresh grid reflecting any changes to the physics module collision filter
     UpdateStatus();
 }
Пример #14
0
 /// <summary>
 /// Respond if the play mode is about to be changed to check if interim backup of layers should be created before changing the mode.
 /// </summary>
 /// <param name="sender"></param>
 /// <param name="e"></param>
 private void EditorManager_BeforeEditorModeChanging(object sender, EditorModeChangedArgs e)
 {
     // Save the scene before starting Run in Editor or Play the Game if the option is enabled and the scene is dirty
       if (EditorManager.Settings.SaveSceneBackupOnRun &&
     EditorManager.Scene != null && EditorManager.Scene.Dirty && // Editor Mode may be changed without having a scene loaded in the vForge tests.
     (e._newMode == EditorManager.Mode.EM_PLAYING_IN_EDITOR || e._newMode == EditorManager.Mode.EM_PLAYING_IN_GAME))
       {
     EditorManager.Scene.SaveSceneLayerInterimBackups();
       }
 }