private void RespondToMessage(ToolWasSelectedMessage message) { // Note: It is possible that the user may have changed the transform of the // objects while the tool was deselected, so we need to ensure that the // tree is up to date. _gameObjectSphereTree.HandleTransformChangesForAllRegisteredObjects(); // It may be possible that the user has added objects to the scene while the tool object // was deselected, so we will instruct the camera to update its visibility. SceneViewCamera.Instance.SetObjectVisibilityDirty(); }
private void OnEnable() { _octave = target as Octave3DWorldBuilder; _octave.OnInspectorEnabled(); // Note: Just ensure that the Inspector will be redrawn on Undo/Redo. Undo.undoRedoPerformed -= Repaint; Undo.undoRedoPerformed += Repaint; // Let the world know that the tool was selected :) ToolWasSelectedMessage.SendToInterestedListeners(); ToolSupervisor.Get().RemoveNullPrefabReferences(); _octave.RepaintAllEditorWindows(); }
public static void SendToInterestedListeners() { var message = new ToolWasSelectedMessage(); MessageListenerDatabase.Instance.SendMessageToInterestedListeners(message); }