public void AddTree(Tree tree) { ManagedObjects.Add(tree); tree.DirtyAdded = true; //TODO: Move into base //DrawingObjectManagerCollection.Current.FlagDirty(); }
public override BasicLocus Create() { BasicLocus locus = Init(GetRandomLocusType()); ManagedObjects.Add(locus); locus.OnCreated(); return(locus); }
public void BuildNewRoute(double initialInvert, double gradient, List <DrainageVertex> vertices) { using (var acTrans = TransactionFactory.CreateFromNew()) { var route = new DrainageRoute(initialInvert, gradient, vertices); route.CreateActiveObject(); ManagedObjects.Add(route); acTrans.Commit(); } UpdateAll(); }
/// <summary> /// Add new object to managed object collection /// </summary> /// <param name="toBeManaged">Object to be added. Dirty added does not need to be marked</param> public void Add(T toBeManaged) { if (!toBeManaged.Active) { throw new ArgumentException("Drawing object not active."); } ManagedObjects.Add(toBeManaged); toBeManaged.DirtyAdded = true; //TODO: Belt and Braces. Review implementation of Active and Managed object lists in line with dirty system. SetActiveObjects(); }
internal void RegisterObject(Object obj) { lock (ManagedObjects) { if (ManagedObjects.Contains(obj)) { return; } OnObject.Invoke(obj); ManagedObjects.Add(obj); if (!(obj is GameObject gameObject)) { return; } if ((gameObject.Id.Flags & ObjectIdFlags.Spawned) != 0) { SpawnedObjects.Add(gameObject); } } }
/// <summary> /// Registers a <see cref="IManagedObject"/> which should be managed by the <see cref="HoloFlowSceneManager"/> /// </summary> public void RegisterObject(IManagedObject mObject) { ManagedObjects.Add(mObject); }