public override sealed void OnLevelLoaded(LoadMode mode) { _mode = mode; // Don't load in asset and map editor if (mode != LoadMode.LoadGame && mode != LoadMode.NewGame) return; try { ModLogger.Debug("Creating main window"); // Get a handle to the main game view UIView aView = UIView.GetAView(); // Create the gameobject and attach a mainwindow instance GameObject goMainWindow = new GameObject(WorkshopMonitorMainWindowGameObjectName); _mainWindow = goMainWindow.AddComponent<UIMainWindow>(); _mainWindow.transform.parent = aView.transform; ModLogger.Debug("Main window created"); } catch (Exception ex) { ModLogger.Error("An error occured while creating the main window"); ModLogger.Exception(ex); } }
public sealed override void OnLevelLoaded(LoadMode mode) { _mode = mode; // Don't load in asset and map editor if (mode != LoadMode.LoadGame && mode != LoadMode.NewGame) { return; } try { ModLogger.Debug("Creating main window"); // Get a handle to the main game view UIView aView = UIView.GetAView(); // Create the gameobject and attach a mainwindow instance GameObject goMainWindow = new GameObject(WorkshopMonitorMainWindowGameObjectName); _mainWindow = goMainWindow.AddComponent <UIMainWindow>(); _mainWindow.transform.parent = aView.transform; ModLogger.Debug("Main window created"); } catch (Exception ex) { ModLogger.Error("An error occured while creating the main window"); ModLogger.Exception(ex); } }
public void SetMainWindow(UIMainWindow mainWindow) { _mainWindow = mainWindow; }
public UnsubscribeWorkshopAssetCommand(UIMainWindow mainWindow, IUIWorkshopAssetRowData workshopAssetRowData) { _mainWindow = mainWindow; _workshopAssetRowData = workshopAssetRowData; }