dont scroll to node after scripts compilation
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@@ -27,7 +27,7 @@ namespace FlaxEditor.Windows
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private Panel _sceneTreePanel;
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private Panel _sceneTreePanel;
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private bool _isUpdatingSelection;
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private bool _isUpdatingSelection;
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private bool _isMouseDown;
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private bool _isMouseDown;
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private bool _isPlayStateChanging = false;
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private bool _blockSceneTreeScroll = false;
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private DragAssets _dragAssets;
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private DragAssets _dragAssets;
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private DragActorType _dragActorType;
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private DragActorType _dragActorType;
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@@ -94,10 +94,10 @@ namespace FlaxEditor.Windows
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_tree.Parent = _sceneTreePanel;
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_tree.Parent = _sceneTreePanel;
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headerPanel.Parent = this;
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headerPanel.Parent = this;
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Editor.PlayModeBeginning += () => _isPlayStateChanging = true;
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Editor.PlayModeBeginning += () => _blockSceneTreeScroll = true;
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Editor.PlayModeBegin += () => _isPlayStateChanging = false;
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Editor.PlayModeBegin += () => _blockSceneTreeScroll = false;
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Editor.PlayModeEnding += () => _isPlayStateChanging = true;
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Editor.PlayModeEnding += () => _blockSceneTreeScroll = true;
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Editor.PlayModeEnd += () => _isPlayStateChanging = false;
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Editor.PlayModeEnd += () => _blockSceneTreeScroll = false;
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// Setup input actions
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// Setup input actions
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InputActions.Add(options => options.TranslateMode, () => Editor.MainTransformGizmo.ActiveMode = TransformGizmoBase.Mode.Translate);
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InputActions.Add(options => options.TranslateMode, () => Editor.MainTransformGizmo.ActiveMode = TransformGizmoBase.Mode.Translate);
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@@ -256,7 +256,7 @@ namespace FlaxEditor.Windows
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_tree.Select(nodes);
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_tree.Select(nodes);
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// For single node selected scroll view so user can see it
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// For single node selected scroll view so user can see it
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if (nodes.Count == 1 && !_isPlayStateChanging)
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if (nodes.Count == 1 && !_blockSceneTreeScroll)
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{
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{
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nodes[0].ExpandAllParents(true);
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nodes[0].ExpandAllParents(true);
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_sceneTreePanel.ScrollViewTo(nodes[0]);
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_sceneTreePanel.ScrollViewTo(nodes[0]);
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@@ -266,6 +266,12 @@ namespace FlaxEditor.Windows
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_isUpdatingSelection = false;
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_isUpdatingSelection = false;
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}
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}
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/// <inheritdoc />
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public override void OnEditorStateChanged()
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{
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_blockSceneTreeScroll = Editor.StateMachine.ReloadingScriptsState.IsActive;
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}
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private bool ValidateDragAsset(AssetItem assetItem)
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private bool ValidateDragAsset(AssetItem assetItem)
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{
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{
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if (assetItem.IsOfType<SceneAsset>())
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if (assetItem.IsOfType<SceneAsset>())
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