# Conflicts: # Source/Platforms/DotNet/NUnit/agents/net40/nunit-agent.exe # Source/Platforms/DotNet/NUnit/agents/net40/nunit.engine.api.dll # Source/Platforms/DotNet/NUnit/agents/net40/nunit.engine.core.dll # Source/Platforms/DotNet/NUnit/agents/net7.0/nunit.agent.addins # Source/Platforms/DotNet/NUnit/nunit.engine.api.dll # Source/Platforms/DotNet/NUnit/nunit.engine.core.dll # Source/Platforms/DotNet/NUnit/nunit.engine.dll # Source/Platforms/DotNet/NUnit/nunit3-console.exe # Source/Platforms/DotNet/NUnit/nunit3-console.exe.config # Source/Platforms/DotNet/NUnit/testcentric.engine.metadata.dll # Source/Tools/Flax.Build/Deps/Downloader.cs # Source/Tools/Flax.Stats/CodeFrame.cs # Source/Tools/Flax.Stats/CodeFrameNode.cs # Source/Tools/Flax.Stats/Flax.Stats.Build.cs # Source/Tools/Flax.Stats/Languages.cs # Source/Tools/Flax.Stats/Program.cs # Source/Tools/Flax.Stats/TaskType.cs # Source/Tools/Flax.Stats/Tools.cs # Source/Tools/FlaxEngine.Tests/TestEditorUtils.cs
67 lines
1.6 KiB
C#
67 lines
1.6 KiB
C#
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
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using FlaxEngine;
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using FlaxEditor.Utilities;
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using FlaxEngine.Utilities;
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namespace FlaxEditor.States
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{
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/// <summary>
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/// In this state user may edit scene and use editor normally.
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/// </summary>
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/// <seealso cref="FlaxEditor.States.EditorState" />
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[HideInEditor]
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public sealed class EditingSceneState : EditorState
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{
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internal string AutoSaveStatus;
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/// <inheritdoc />
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public override bool CanUseToolbox => true;
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/// <inheritdoc />
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public override bool CanUseUndoRedo => true;
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/// <inheritdoc />
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public override bool CanChangeScene => true;
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/// <inheritdoc />
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public override bool CanEditScene => true;
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/// <inheritdoc />
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public override bool CanEnterPlayMode => true;
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/// <inheritdoc />
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public override bool CanReloadScripts => true;
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/// <inheritdoc />
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public override string Status => AutoSaveStatus;
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internal EditingSceneState(Editor editor)
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: base(editor)
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{
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UpdateFPS();
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}
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/// <inheritdoc />
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public override void OnEnter()
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{
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base.OnEnter();
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ScriptsBuilder.ScriptsReloadBegin += OnScriptsReloadBegin;
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}
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/// <inheritdoc />
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public override void OnExit(State nextState)
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{
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ScriptsBuilder.ScriptsReloadBegin -= OnScriptsReloadBegin;
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base.OnExit(nextState);
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}
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private void OnScriptsReloadBegin()
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{
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StateMachine.GoToState<ReloadingScriptsState>();
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}
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}
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}
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