private void SetTerrainUIMode(LE_GUIInterface.Delegates.ETerrainUIMode p_mode) { if (TERRAIN_UI_MODE_EDIT != null) { bool isShowEditUI = p_mode == LE_GUIInterface.Delegates.ETerrainUIMode.EDIT; if (isShowEditUI) { TERRAIN_UI_MODE_EDIT.gameObject.SetActive(true); // activate before message TERRAIN_UI_MODE_EDIT.gameObject.SendMessage("uMyGUI_OnActivateTab", SendMessageOptions.DontRequireReceiver); } else { TERRAIN_UI_MODE_EDIT.gameObject.SendMessage("uMyGUI_OnDeactivateTab", SendMessageOptions.DontRequireReceiver); TERRAIN_UI_MODE_EDIT.gameObject.SetActive(false); // disable after message (NOT BEFORE!) } } else { Debug.LogError("LE_GUIInterface_uGUIimpl: SetTerrainUIMode: TERRAIN_UI_MODE_EDIT is not set in inspector!"); } if (TERRAIN_MENU != null && !string.IsNullOrEmpty(TERRAIN_MENU_FADE_IN_ANIM) && TERRAIN_MENU.gameObject.activeInHierarchy) { Animation anim = TERRAIN_MENU.GetComponent <Animation>(); if (anim != null) { anim.Play(TERRAIN_MENU_FADE_IN_ANIM); } } else if (TERRAIN_MENU == null) { Debug.LogError("LE_GUIInterface_uGUIimpl: SetTerrainUIMode: TERRAIN_MENU is not set in inspector!"); } }
private static void SetTerrainUIMode(LE_GUIInterface.Delegates.ETerrainUIMode p_uiMode) { if (LE_GUIInterface.Instance.delegates.SetTerrainUIMode != null) { LE_GUIInterface.Instance.delegates.SetTerrainUIMode(p_uiMode); } else { Debug.LogWarning("LE_LogicTerrain: SetTerrainUIMode: you have not set the LE_GUIInterface.delegates.SetTerrainUIMode delegate. You need to set it for example if you want to disable the create UI after terrain creation!"); } }
// EVENT HANDLERS ----------------------------------------------------------------------------------------------------------------- private void OnLoadedLevelInEditor(object p_obj, System.EventArgs p_args) { LE_GUIInterface.Delegates.ETerrainUIMode terrainUIMode = GetTerrainUIMode(); if (terrainUIMode == LE_GUIInterface.Delegates.ETerrainUIMode.CREATE) { m_terrainDataToCreate = new TerrainData(); } else { m_terrainDataToCreate = null; } if (LE_GUIInterface.Instance.delegates.SetTerrainUIMode != null) { LE_GUIInterface.Instance.delegates.SetTerrainUIMode(terrainUIMode); } else { Debug.LogWarning("LE_LogicTerrain: you have not set the LE_GUIInterface.delegates.SetTerrainUIMode delegate. Set it to show the create UI if the loaded level has no terrain and the edit UI if the loaded level has a terrain!"); } m_doRebuildTerrainTab = true; }