public void OnAddToDocument(XLEBridgeUtils.INativeDocumentAdapter doc) { var node = DomNode; var docTest = (node != null) ? node.GetRoot().As <NativeDocumentAdapter>() : null; System.Diagnostics.Debug.Assert(doc == docTest); CreateNativeObject(); }
public void OnRemoveFromDocument(XLEBridgeUtils.INativeDocumentAdapter doc) { // Note -- potential issues here if there are currently locks on the // terrain. The unload won't succeed in that case. if (m_isLoaded) { Unload(); } }
// protected override void OnNodeSet() {} public void OnAddToDocument(XLEBridgeUtils.INativeDocumentAdapter doc) { // This should be called after the node is fully created and the // terrain is ready to be loaded. We can call Reload() to build // the native terrain from here. if (!m_isLoaded) { Reload(); } }
public void OnRemoveFromDocument(XLEBridgeUtils.INativeDocumentAdapter doc) { if (DomNode == null || m_instanceId == 0) { return; } ulong documentId = (doc != null) ? doc.NativeDocumentId : 0; System.Diagnostics.Debug.Assert(documentId == m_documentId); GameEngine.DestroyObject(m_documentId, m_instanceId, TypeId); GameEngine.DeregisterGob(m_documentId, m_instanceId, this); ReleaseNativeHandle(); }