Class ManagedEditor
The main managed editor class. Editor root object.
Assembly: FlaxEngine.dll
File: Editor/Managed/ManagedEditor.h
Syntax
public class ManagedEditor : public ScriptingObject
Constructors
~ManagedEditor()
ManagedEditor()
Methods
BeforeRun()
Declaration
public void BeforeRun()
CanAutoBuildCSG()
Determines whether this managed editor allows auto build CSG mesh on brush modification (based on editor state and settings).
Declaration
public bool CanAutoBuildCSG()
Returns
|
bool
|
CanAutoBuildNavMesh()
CanAutoReloadScripts()
Determines whether this managed editor allows to reload scripts by auto (based on editor options).
Declaration
public bool CanAutoReloadScripts() const
Returns
|
bool
|
CanReloadScripts()
Determines whether this managed editor allows reload scripts (based on editor state).
Declaration
public bool CanReloadScripts()
Returns
|
bool
|
CreateAsset(const String& tag, String outputPath)
Creates a new asset at the target location.
Declaration
public static bool CreateAsset(const String& tag, String outputPath)
Parameters
|
String
tag
New asset type. |
|
String
outputPath
Output asset path. |
Returns
|
bool
|
DestroyManaged()
Declaration
public virtual void DestroyManaged() override
Overrides
EvaluateVisualScriptLocal(VisualScript* script, VisualScriptLocal& local)
Declaration
public static bool EvaluateVisualScriptLocal(VisualScript* script, VisualScriptLocal& local)
Parameters
|
VisualScript
script
|
|
VisualScriptLocal
local
|
Returns
|
bool
|
Exit()
Exits managed editor.
Declaration
public void Exit()
FocusGameViewport()
Gives focus to the game viewport (game can receive input).
Declaration
public void FocusGameViewport() const
GameViewportToScreen(const Float2& viewportPos)
Converts the game viewport position to the screen-space position.
Declaration
public Float2 GameViewportToScreen(const Float2& viewportPos) const
Parameters
|
Float2
viewportPos
The game viewport position. |
Returns
|
Float2
The screen-space position. |
GetAssetReferences(const Guid& assetId)
Gets a list of asset references of a given asset.
Declaration
public static Array<Guid> GetAssetReferences(const Guid& assetId)
Parameters
|
Guid
assetId
The asset ID. |
Returns
|
Array<Guid>
List of referenced assets. |
GetGameWindow(bool forceGet=false)
Gets the game window used to simulate game in editor. Can be used to capture input for the game scripts.
Declaration
public Window* GetGameWindow(bool forceGet=false)
Parameters
|
bool
forceGet
True if always get the window, otherwise only if focused. |
Returns
|
Window
The window or null if hidden. |
GetGameWindowSize()
Gets the size of the game window output.
Declaration
public Float2 GetGameWindowSize()
Returns
|
Float2
The size. |
GetMainWindow()
Gets the main window created by the c# editor.
Declaration
public Window* GetMainWindow()
Returns
|
Window
The main window |
GetVisualScriptLocals()
Declaration
public static Array<VisualScriptLocal> GetVisualScriptLocals()
Returns
|
Array<VisualScriptLocal>
|
GetVisualScriptPreviousScopeFrame()
Declaration
public static VisualScriptStackFrame GetVisualScriptPreviousScopeFrame()
Returns
|
VisualScriptStackFrame
|
GetVisualScriptStackFrames()
Declaration
public static Array<VisualScriptStackFrame> GetVisualScriptStackFrames()
Returns
|
Array<VisualScriptStackFrame>
|
GetWindows()
Declaration
public static Array<Window* > GetWindows()
Returns
|
Array<Window >
|
HasGameViewportFocus()
Checks whenever the game viewport is focused by the user (eg. can receive input).
Declaration
public bool HasGameViewportFocus() const
Returns
|
bool
True if game viewport is focused, otherwise false. |
Import(const String& inputPath, const String& outputPath, const AudioTool::Options& options)
Imports the audio asset file to the target location.
Declaration
public static bool Import(const String& inputPath, const String& outputPath, const AudioTool::Options& options)
Parameters
|
String
inputPath
The source file path. |
|
String
outputPath
The result asset file path. |
|
AudioTool::Options
options
The import settings. |
Returns
|
bool
True if importing failed, otherwise false. |
Import(const String& inputPath, const String& outputPath, const ModelTool::Options& options)
Imports the model asset file to the target location.
Declaration
public static bool Import(const String& inputPath, const String& outputPath, const ModelTool::Options& options)
Parameters
|
String
inputPath
The source file path. |
|
String
outputPath
The result asset file path. |
|
ModelTool::Options
options
The import settings. |
Returns
|
bool
True if importing failed, otherwise false. |
Import(const String& inputPath, const String& outputPath, const TextureTool::Options& options)
Imports the texture asset file to the target location.
Declaration
public static bool Import(const String& inputPath, const String& outputPath, const TextureTool::Options& options)
Parameters
|
String
inputPath
The source file path. |
|
String
outputPath
The result asset file path. |
|
TextureTool::Options
options
The import settings. |
Returns
|
bool
True if importing failed, otherwise false. |
Import(String inputPath, String outputPath, void* arg=nullptr)
Imports the asset file to the target location.
Declaration
public static bool Import(String inputPath, String outputPath, void* arg=nullptr)
Parameters
|
String
inputPath
The source file path. |
|
String
outputPath
The result asset file path. |
|
void
arg
The custom argument 9native data). |
Returns
|
bool
True if importing failed, otherwise false. |
Init()
Initializes managed editor.
Declaration
public void Init()
OnAppExit()
Called when application code calls exit. Editor may end play mode or exit normally.
Declaration
public bool OnAppExit()
Returns
|
bool
True if exit engine, otherwise false. |
RequestStartPlayOnEditMode()
Requests play mode when the editor is in edit mode ( once ).
Declaration
public void RequestStartPlayOnEditMode()
ScreenToGameViewport(const Float2& screenPos)
Converts the screen-space position to the game viewport position.
Declaration
public Float2 ScreenToGameViewport(const Float2& screenPos) const
Parameters
|
Float2
screenPos
The screen-space position. |
Returns
|
Float2
The game viewport position. |
TryRestoreImportOptions(AudioTool::Options& options, String assetPath)
Tries the restore the asset import options from the target resource file.
Declaration
public static bool TryRestoreImportOptions(AudioTool::Options& options, String assetPath)
Parameters
|
AudioTool::Options
options
The options. |
|
String
assetPath
The asset path. |
Returns
|
bool
True settings has been restored, otherwise false. |
TryRestoreImportOptions(ModelTool::Options& options, String assetPath)
Tries the restore the asset import options from the target resource file.
Declaration
public static bool TryRestoreImportOptions(ModelTool::Options& options, String assetPath)
Parameters
|
ModelTool::Options
options
The options. |
|
String
assetPath
The asset path. |
Returns
|
bool
True settings has been restored, otherwise false. |
TryRestoreImportOptions(TextureTool::Options& options, String assetPath)
Tries the restore the asset import options from the target resource file.
Declaration
public static bool TryRestoreImportOptions(TextureTool::Options& options, String assetPath)
Parameters
|
TextureTool::Options
options
The options. |
|
String
assetPath
The asset path. |
Returns
|
bool
True settings has been restored, otherwise false. |
Update()
Updates managed editor.
Declaration
public void Update()
WipeOutLeftoverSceneObjects()
Declaration
public static void WipeOutLeftoverSceneObjects()