Hide various Editor types from scripting

This commit is contained in:
Wojtek Figat
2021-07-29 14:05:42 +02:00
parent 38249c362d
commit fcd0841bc7
9 changed files with 19 additions and 13 deletions

View File

@@ -18,6 +18,7 @@ namespace FlaxEditor.CustomEditors.Editors
/// A custom control type used to pick reference to <see cref="FlaxEngine.Object"/>.
/// </summary>
/// <seealso cref="FlaxEngine.GUI.Control" />
[HideInEditor]
public class FlaxObjectRefPickerControl : Control
{
private ScriptType _type;

View File

@@ -10,6 +10,7 @@ namespace FlaxEditor.GUI.Drag
/// <summary>
/// The drag events helper object.
/// </summary>
[HideInEditor]
public abstract class DragHelper
{
/// <summary>

View File

@@ -10,6 +10,7 @@ namespace FlaxEditor.GUI.Tabs
/// Single tab control used by <see cref="Tabs"/>.
/// </summary>
/// <seealso cref="FlaxEngine.GUI.ContainerControl" />
[HideInEditor]
public class Tab : ContainerControl
{
/// <summary>

View File

@@ -13,6 +13,7 @@ namespace FlaxEditor.Surface
/// <summary>
/// The surface breakpoint data for debugger.
/// </summary>
[HideInEditor]
public struct SurfaceBreakpoint
{
/// <summary>

View File

@@ -7,6 +7,7 @@ namespace FlaxEditor.Tools.Foliage
/// <summary>
/// Foliage painting brush.
/// </summary>
[HideInEditor]
public class Brush
{
/// <summary>

View File

@@ -9,7 +9,7 @@ namespace FlaxEditor.Tools.Foliage.Undo
/// The foliage editing action that records before and after states to swap between unmodified and modified foliage data.
/// </summary>
/// <seealso cref="FlaxEditor.IUndoAction" />
[Serializable]
[Serializable, HideInEditor]
public sealed class EditFoliageAction : IUndoAction
{
[Serialize]

View File

@@ -12,7 +12,7 @@ namespace FlaxEditor.Actions
/// </summary>
/// <seealso cref="FlaxEditor.IUndoAction" />
/// <seealso cref="FlaxEditor.ISceneEditAction" />
[Serializable]
[Serializable, HideInEditor]
public class EditSplineAction : IUndoAction, ISceneEditAction
{
[Serialize]

View File

@@ -11,6 +11,7 @@ namespace FlaxEditor.Viewport.Previews
/// Audio clip PCM data editor preview.
/// </summary>
/// <seealso cref="FlaxEngine.GUI.ContainerControl" />
[HideInEditor]
public class AudioClipPreview : ContainerControl
{
/// <summary>

View File

@@ -34,7 +34,7 @@ namespace FlaxEditor.Windows
public readonly GameCookerWindow GameCookerWin;
public readonly PlatformSelector Selector;
public readonly Dictionary<PlatformType, Platform> PerPlatformOptions = new Dictionary<PlatformType, Platform>
private readonly Dictionary<PlatformType, Platform> PerPlatformOptions = new Dictionary<PlatformType, Platform>
{
{ PlatformType.Windows, new Windows() },
{ PlatformType.XboxOne, new XboxOne() },
@@ -61,7 +61,7 @@ namespace FlaxEditor.Windows
PerPlatformOptions[PlatformType.Switch].Init("Output/Switch", "Switch");
}
public abstract class Platform
abstract class Platform
{
[HideInEditor]
public bool IsSupported;
@@ -155,47 +155,47 @@ namespace FlaxEditor.Windows
}
}
public class Windows : Platform
class Windows : Platform
{
protected override BuildPlatform BuildPlatform => BuildPlatform.Windows64;
}
public class UWP : Platform
class UWP : Platform
{
protected override BuildPlatform BuildPlatform => BuildPlatform.UWPx64;
}
public class XboxOne : Platform
class XboxOne : Platform
{
protected override BuildPlatform BuildPlatform => BuildPlatform.XboxOne;
}
public class Linux : Platform
class Linux : Platform
{
protected override BuildPlatform BuildPlatform => BuildPlatform.LinuxX64;
}
public class PS4 : Platform
class PS4 : Platform
{
protected override BuildPlatform BuildPlatform => BuildPlatform.PS4;
}
public class XboxScarlett : Platform
class XboxScarlett : Platform
{
protected override BuildPlatform BuildPlatform => BuildPlatform.XboxScarlett;
}
public class Android : Platform
class Android : Platform
{
protected override BuildPlatform BuildPlatform => BuildPlatform.AndroidARM64;
}
public class Switch : Platform
class Switch : Platform
{
protected override BuildPlatform BuildPlatform => BuildPlatform.Switch;
}
public class Editor : CustomEditor
class Editor : CustomEditor
{
private PlatformType _platform;
private Button _buildButton;