Пример #1
0
        public void RevertToOriginal(RevertType revertType)
        {
            try
            {
                switch (revertType)
                {
                case RevertType.NameOnly:
                    this.DriverFirstName = this.mDriverFirstName_Original;
                    this.DriverLastName  = this.mDriverLastName_Original;
                    break;

                case RevertType.RatingsOnly:
                    this.MappedToRealDriver = null;
                    this.Ratings            = (Ratings)this.mRatings_Original.Clone();
                    break;

                case RevertType.Completely:
                    this.DriverFirstName    = this.mDriverFirstName_Original;
                    this.DriverLastName     = this.mDriverLastName_Original;
                    this.MappedToRealDriver = null;
                    this.Ratings            = (Ratings)this.mRatings_Original.Clone();
                    break;
                }
            }
            catch (Exception ex)
            {
                Console.WriteLine(ex.ToString());
            }
        }
Пример #2
0
    private void Revert(RevertType revertType)
    {
        EditorGUI.BeginChangeCheck();
        switch (revertType)
        {
        case RevertType.All:
            Undo.ClearUndo(SelectedPath);
            // Clear the current list
            SelectedPath.Nodes.Clear();
            // Add each new node
            foreach (Path.Node node in SelectedPath.NodesBackup)
            {
                SelectedPath.Nodes.Add(new Path.Node(node.Position, node.TangentA, node.TangentB));
            }

            SelectedPath.transform.position   = SelectedPath.PositionBackup;
            SelectedPath.transform.rotation   = SelectedPath.RotationBackup;
            SelectedPath.transform.localScale = SelectedPath.ScaleBackup;
            break;

        case RevertType.Path:
            SelectedPath.Nodes.Clear();
            foreach (Path.Node node in SelectedPath.NodesBackup)
            {
                SelectedPath.Nodes.Add(new Path.Node(node.Position, node.TangentA, node.TangentB));
            }
            break;

        case RevertType.Position:
            SelectedPath.transform.position = SelectedPath.PositionBackup;
            break;

        case RevertType.Rotation:
            SelectedPath.transform.rotation = SelectedPath.RotationBackup;
            break;

        case RevertType.Scale:
            SelectedPath.transform.localScale = SelectedPath.ScaleBackup;
            break;
        }
        EditorGUI.EndChangeCheck();
    }
Пример #3
0
        public RevertInfo(MonoBehaviour monoBehaviour, object actor, object value, RevertType type, RevertValueType valueType)
        {
            MonoBehaviour    = monoBehaviour;
            _Actor           = actor;
            _Value           = value;
            _RevertType      = type;
            _RevertValueType = valueType;

            string name;

            if (actor is UnityEngine.Object)
            {
                name = ((UnityEngine.Object)actor).name;
            }
            else
            {
                name = actor.ToString();
            }
            Common.HobaDebuger.LogWarningFormat("Revert {0}, {1}, {2}, {3}", name, _RevertType, _RevertValueType, _Value);
        }