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    Class Editor

    The main managed editor class. Editor root object.

    Inheritance
    System.Object
    Editor
    Namespace: FlaxEditor
    Assembly: FlaxEngine.CSharp.dll
    Syntax
    [Unmanaged]
    public sealed class Editor : Object

    Fields

    CodeDocs

    The scripts documentation.

    Declaration
    public CodeDocsModule CodeDocs
    Field Value
    CodeDocsModule

    CodeEditing

    The scripts editing.

    Declaration
    public CodeEditingModule CodeEditing
    Field Value
    CodeEditingModule

    ContentDatabase

    The content database module.

    Declaration
    public ContentDatabaseModule ContentDatabase
    Field Value
    ContentDatabaseModule

    ContentEditing

    The content editing module.

    Declaration
    public ContentEditingModule ContentEditing
    Field Value
    ContentEditingModule

    ContentFinding

    The content finder module.

    Declaration
    public ContentFindingModule ContentFinding
    Field Value
    ContentFindingModule

    ContentImporting

    The content importing module.

    Declaration
    public ContentImportingModule ContentImporting
    Field Value
    ContentImportingModule

    CustomData

    The custom data container that is stored in Editor instance. Can be used by plugins to store the state during editor session (state is preserved during scripts reloads).

    Declaration
    public Dictionary<string, string> CustomData
    Field Value
    System.Collections.Generic.Dictionary<System.String, System.String>

    EngineProject

    The engine project info.

    Declaration
    public ProjectInfo EngineProject
    Field Value
    ProjectInfo

    GameProject

    The game project info.

    Declaration
    public ProjectInfo GameProject
    Field Value
    ProjectInfo

    Icons

    The icons container.

    Declaration
    public EditorIcons Icons
    Field Value
    FlaxEditor.EditorIcons

    LocalCachePath

    The path to the local cache folder shared by all the installed editor instance for a given user (used also by the Flax Launcher).

    Declaration
    public static readonly string LocalCachePath
    Field Value
    System.String

    Options

    The editor options manager.

    Declaration
    public OptionsModule Options
    Field Value
    OptionsModule

    Prefabs

    The prefabs module.

    Declaration
    public PrefabsModule Prefabs
    Field Value
    PrefabsModule

    ProgressReporting

    The progress reporting module.

    Declaration
    public ProgressReportingModule ProgressReporting
    Field Value
    ProgressReportingModule

    ProjectCache

    The editor per-project cache manager.

    Declaration
    public ProjectCacheModule ProjectCache
    Field Value
    ProjectCacheModule

    Scene

    The scene module.

    Declaration
    public SceneModule Scene
    Field Value
    SceneModule

    SceneEditing

    The scene editing module.

    Declaration
    public SceneEditingModule SceneEditing
    Field Value
    SceneEditingModule

    Simulation

    The simulation module.

    Declaration
    public SimulationModule Simulation
    Field Value
    SimulationModule

    StateMachine

    The editor state machine.

    Declaration
    public EditorStateMachine StateMachine
    Field Value
    FlaxEditor.States.EditorStateMachine

    Thumbnails

    The thumbnails module.

    Declaration
    public ThumbnailsModule Thumbnails
    Field Value
    ThumbnailsModule

    UI

    The UI module.

    Declaration
    public UIModule UI
    Field Value
    UIModule

    Undo

    The undo/redo.

    Declaration
    public EditorUndo Undo
    Field Value
    EditorUndo

    Windows

    The windows module.

    Declaration
    public WindowsModule Windows
    Field Value
    WindowsModule

    Properties

    Instance

    Gets the Editor instance.

    Declaration
    public static Editor Instance { get; }
    Property Value
    Editor

    IsEveryAssemblyLoaded

    Checks if every managed assembly has been loaded (including user scripts assembly).

    Declaration
    public static bool IsEveryAssemblyLoaded { get; }
    Property Value
    System.Boolean

    IsFlaxEngineTheBest

    Gets a value indicating whether Flax Engine is the best in the world.

    Declaration
    public bool IsFlaxEngineTheBest { get; }
    Property Value
    System.Boolean

    IsHeadlessMode

    Gets a value indicating whether this Editor is running in headless mode. No windows or popups should be shown. Used in CL environment (without a graphical user interface).

    Declaration
    public bool IsHeadlessMode { get; }
    Property Value
    System.Boolean

    IsInitialized

    Gets a value indicating whether Editor instance is initialized.

    Declaration
    public bool IsInitialized { get; }
    Property Value
    System.Boolean

    IsPlayMode

    True if the editor is running now in a play mode. Assigned by the managed editor instance.

    Declaration
    public static bool IsPlayMode { get; }
    Property Value
    System.Boolean

    LastProjectOpenedEngineBuild

    Gets the build number of the last editor instance that opened the current project. Value 0 means the undefined version.

    Declaration
    public static int LastProjectOpenedEngineBuild { get; }
    Property Value
    System.Int32

    MainTransformGizmo

    Gets the main transform gizmo used by the SceneEditorWindow.

    Declaration
    public TransformGizmo MainTransformGizmo { get; }
    Property Value
    FlaxEditor.Gizmo.TransformGizmo

    Methods

    add_LightmapsBakeEnd(Editor.LightmapsBakeEndDelegate)

    Declaration
    public static void add_LightmapsBakeEnd(Editor.LightmapsBakeEndDelegate value)
    Parameters
    Editor.LightmapsBakeEndDelegate value

    add_LightmapsBakeProgress(Editor.LightmapsBakeProgressDelegate)

    Declaration
    public static void add_LightmapsBakeProgress(Editor.LightmapsBakeProgressDelegate value)
    Parameters
    Editor.LightmapsBakeProgressDelegate value

    BakeAllEnvProbes()

    Bakes all environmental probes in the scene.

    Declaration
    public void BakeAllEnvProbes()

    BakeLightmapsOrCancel()

    Starts lightmaps baking for the open scenes or cancels it if already running.

    Declaration
    public void BakeLightmapsOrCancel()

    BuildAllMeshesSDF()

    Builds SDF for all static models in the scene.

    Declaration
    public void BuildAllMeshesSDF()

    BuildCSG()

    Builds CSG for all open scenes.

    Declaration
    public void BuildCSG()

    BuildNavMesh()

    Builds Nav mesh for all open scenes.

    Declaration
    public void BuildNavMesh()

    BuildScenesOrCancel()

    Starts building scenes data or cancels it if already running.

    Declaration
    public void BuildScenesOrCancel()

    CanExport(String)

    Checks if the given asset can be exported.

    Declaration
    public static bool CanExport(string path)
    Parameters
    System.String path

    The asset path (absolute path with an extension).

    Returns
    System.Boolean

    True if can export given asset, otherwise false.

    CanImport(String, out String)

    Checks if can import asset with the given extension.

    Declaration
    public static bool CanImport(string extension, out string outputExtension)
    Parameters
    System.String extension

    The file extension.

    System.String outputExtension

    The output file extension (flax, json, etc.).

    Returns
    System.Boolean

    True if can import files with given extension, otherwise false.

    ClearLightmaps()

    Clears the lightmaps linkage for all open scenes.

    Declaration
    public void ClearLightmaps()

    CloseSplashScreen()

    Closes editor splash screen popup window.

    Declaration
    public static void CloseSplashScreen()

    CookMeshCollision(String, CollisionDataType, ModelBase, Int32, UInt32, ConvexMeshGenerationFlags, Int32)

    Cooks the mesh collision data and saves it to the asset using CollisionData format. action cannot be performed on a main thread.

    Declaration
    public static bool CookMeshCollision(string path, CollisionDataType type, ModelBase model, int modelLodIndex = 0, uint materialSlotsMask = 4294967295U, ConvexMeshGenerationFlags convexFlags, int convexVertexLimit = 255)
    Parameters
    System.String path

    The output asset path.

    CollisionDataType type

    The collision data type.

    ModelBase model

    The source model.

    System.Int32 modelLodIndex

    The source model LOD index.

    System.UInt32 materialSlotsMask

    The source model material slots mask. One bit per-slot. Can be used to exclude particular material slots from collision cooking.

    ConvexMeshGenerationFlags convexFlags

    The convex mesh generation flags.

    System.Int32 convexVertexLimit

    The convex mesh vertex limit. Use values in range [8;255]

    Returns
    System.Boolean

    True if failed, otherwise false.

    CreateAsset(Editor.NewAssetType, String)

    Creates new asset at the target location. [Deprecated in v1.8]

    Declaration
    public static bool CreateAsset(Editor.NewAssetType type, string outputPath)
    Parameters
    Editor.NewAssetType type

    New asset type.

    System.String outputPath

    Output asset path.

    Returns
    System.Boolean

    CreateAsset(String, String)

    Creates a new asset at the target location.

    Declaration
    [Unmanaged]
    public static bool CreateAsset(string tag, string outputPath)
    Parameters
    System.String tag

    New asset type.

    System.String outputPath

    Output asset path.

    Returns
    System.Boolean

    CreateVisualScript(String, String)

    Creates new Visual Script asset at the target location.

    Declaration
    public static bool CreateVisualScript(string outputPath, string baseTypename)
    Parameters
    System.String outputPath

    Output asset path.

    System.String baseTypename

    Base class typename.

    Returns
    System.Boolean

    EnsureState(EditorState)

    Ensure that editor is in a given state, otherwise throws FlaxEditor.States.InvalidStateException.

    Declaration
    public void EnsureState(EditorState state)
    Parameters
    FlaxEditor.States.EditorState state

    Valid state to check.

    Exceptions
    FlaxEditor.States.InvalidStateException

    EnsureState<TStateType>()

    Ensure that editor is in a state of given type, otherwise throws FlaxEditor.States.InvalidStateException.

    Declaration
    public void EnsureState<TStateType>()
    Type Parameters
    TStateType

    The type of the state type.

    Export(String, String)

    Exports the given asset to the specified file location.

    Declaration
    public static bool Export(string inputPath, string outputFolder)
    Parameters
    System.String inputPath

    The input asset path (absolute path with an extension).

    System.String outputFolder

    The output folder path (filename with extension is computed by auto).

    Returns
    System.Boolean

    True if given asset has been exported, otherwise false.

    GetActorEditorSphere(Actor, out BoundingSphere)

    Gets the actor bounding sphere (including child actors).

    Declaration
    public static void GetActorEditorSphere(Actor actor, out BoundingSphere sphere)
    Parameters
    Actor actor

    The actor.

    BoundingSphere sphere

    The bounding sphere.

    GetAssetReferences(Guid)

    Gets a list of asset references of a given asset.

    Declaration
    [Unmanaged]
    public static Guid[] GetAssetReferences(Guid assetId)
    Parameters
    System.Guid assetId

    The asset ID.

    Returns
    System.Guid[]

    List of referenced assets.

    GetShaderSourceCode(Material)

    Gets the material shader source code (HLSL shader code).

    Declaration
    public static string GetShaderSourceCode(Material asset)
    Parameters
    Material asset

    The material asset.

    Returns
    System.String

    The generated source code.

    GetShaderSourceCode(ParticleEmitter)

    Gets the particle emitter GPU simulation shader source code (HLSL shader code).

    Declaration
    public static string GetShaderSourceCode(ParticleEmitter asset)
    Parameters
    ParticleEmitter asset

    The particle emitter asset.

    Returns
    System.String

    The generated source code.

    GetShaderSourceCode(Shader)

    Gets the shader source code (HLSL shader code).

    Declaration
    public static string GetShaderSourceCode(Shader asset)
    Parameters
    Shader asset

    The shader asset.

    Returns
    System.String

    The generated source code.

    Import(String, String, AudioTool.Options)

    Imports the audio asset file to the target location.

    Declaration
    [Unmanaged]
    public static bool Import(string inputPath, string outputPath, AudioTool.Options options)
    Parameters
    System.String inputPath

    The source file path.

    System.String outputPath

    The result asset file path.

    FlaxEngine.Tools.AudioTool.Options options

    The import settings.

    Returns
    System.Boolean

    True if importing failed, otherwise false.

    Import(String, String, ModelTool.Options)

    Imports the model asset file to the target location.

    Declaration
    [Unmanaged]
    public static bool Import(string inputPath, string outputPath, ModelTool.Options options)
    Parameters
    System.String inputPath

    The source file path.

    System.String outputPath

    The result asset file path.

    FlaxEngine.Tools.ModelTool.Options options

    The import settings.

    Returns
    System.Boolean

    True if importing failed, otherwise false.

    Import(String, String, TextureTool.Options)

    Imports the texture asset file to the target location.

    Declaration
    [Unmanaged]
    public static bool Import(string inputPath, string outputPath, TextureTool.Options options)
    Parameters
    System.String inputPath

    The source file path.

    System.String outputPath

    The result asset file path.

    FlaxEngine.Tools.TextureTool.Options options

    The import settings.

    Returns
    System.Boolean

    True if importing failed, otherwise false.

    Import(String, String, IntPtr)

    Imports the asset file to the target location.

    Declaration
    [Unmanaged]
    public static bool Import(string inputPath, string outputPath, IntPtr arg = default(IntPtr))
    Parameters
    System.String inputPath

    The source file path.

    System.String outputPath

    The result asset file path.

    System.IntPtr arg

    The custom argument 9native data).

    Returns
    System.Boolean

    True if importing failed, otherwise false.

    OpenProject(String)

    Closes this project with running editor and opens the given project.

    Declaration
    public void OpenProject(string projectFilePath)
    Parameters
    System.String projectFilePath

    The project file path.

    PerformRedo()

    Redo last action.

    Declaration
    public void PerformRedo()

    PerformUndo()

    Undo last action.

    Declaration
    public void PerformUndo()

    remove_LightmapsBakeEnd(Editor.LightmapsBakeEndDelegate)

    Declaration
    public static void remove_LightmapsBakeEnd(Editor.LightmapsBakeEndDelegate value)
    Parameters
    Editor.LightmapsBakeEndDelegate value

    remove_LightmapsBakeProgress(Editor.LightmapsBakeProgressDelegate)

    Declaration
    public static void remove_LightmapsBakeProgress(Editor.LightmapsBakeProgressDelegate value)
    Parameters
    Editor.LightmapsBakeProgressDelegate value

    SaveAll()

    Saves all changes (scenes, assets, etc.).

    Declaration
    public void SaveAll()

    SaveContent()

    Saves all content (assets, etc.).

    Declaration
    public void SaveContent()

    SaveJsonAsset(String, Object)

    Serializes the given object to json asset.

    Declaration
    public static bool SaveJsonAsset(string outputPath, object obj)
    Parameters
    System.String outputPath

    The result asset file path.

    System.Object obj

    The obj to serialize.

    Returns
    System.Boolean

    True if saving failed, otherwise false.

    TryRestoreImportOptions(ref AudioTool.Options, String)

    Tries the restore the asset import options from the target resource file.

    Declaration
    [Unmanaged]
    public static bool TryRestoreImportOptions(ref AudioTool.Options options, string assetPath)
    Parameters
    FlaxEngine.Tools.AudioTool.Options options

    The options.

    System.String assetPath

    The asset path.

    Returns
    System.Boolean

    True settings has been restored, otherwise false.

    TryRestoreImportOptions(ref ModelTool.Options, String)

    Tries the restore the asset import options from the target resource file.

    Declaration
    [Unmanaged]
    public static bool TryRestoreImportOptions(ref ModelTool.Options options, string assetPath)
    Parameters
    FlaxEngine.Tools.ModelTool.Options options

    The options.

    System.String assetPath

    The asset path.

    Returns
    System.Boolean

    True settings has been restored, otherwise false.

    TryRestoreImportOptions(ref TextureTool.Options, String)

    Tries the restore the asset import options from the target resource file.

    Declaration
    [Unmanaged]
    public static bool TryRestoreImportOptions(ref TextureTool.Options options, string assetPath)
    Parameters
    FlaxEngine.Tools.TextureTool.Options options

    The options.

    System.String assetPath

    The asset path.

    Returns
    System.Boolean

    True settings has been restored, otherwise false.

    Events

    EditorUpdate

    Fired on Editor update

    Declaration
    public event Action EditorUpdate
    Event Type
    System.Action

    EnvProbeBakeEnd

    Occurs when environment probe baking ends.

    Declaration
    public static event Action<EnvironmentProbe> EnvProbeBakeEnd
    Event Type
    System.Action<EnvironmentProbe>

    EnvProbeBakeStart

    Occurs when environment probe baking starts.

    Declaration
    public static event Action<EnvironmentProbe> EnvProbeBakeStart
    Event Type
    System.Action<EnvironmentProbe>

    InitializationEnd

    Occurs when editor initialization ends. All editor modules already received OnEndInit callback and editor splash screen will be closed.

    Declaration
    public event Action InitializationEnd
    Event Type
    System.Action

    InitializationStart

    Occurs when editor initialization starts. All editor modules already received OnInit callback and editor splash screen is visible.

    Declaration
    public event Action InitializationStart
    Event Type
    System.Action

    LightmapsBakeEnd

    Occurs when lightmaps baking ends.

    Declaration
    public static event Editor.LightmapsBakeEndDelegate LightmapsBakeEnd
    Event Type
    Editor.LightmapsBakeEndDelegate

    LightmapsBakeProgress

    Occurs when lightmaps baking progress changes.

    Declaration
    public static event Editor.LightmapsBakeProgressDelegate LightmapsBakeProgress
    Event Type
    Editor.LightmapsBakeProgressDelegate

    LightmapsBakeStart

    Occurs when lightmaps baking starts.

    Declaration
    public static event Action LightmapsBakeStart
    Event Type
    System.Action

    PlayModeBegin

    Occurs when play mode begins (after entering play mode).

    Declaration
    public event Action PlayModeBegin
    Event Type
    System.Action

    PlayModeBeginning

    Occurs when play mode is beginning (before entering play mode).

    Declaration
    public event Action PlayModeBeginning
    Event Type
    System.Action

    PlayModeEnd

    Occurs when play mode ends (after leaving play mode).

    Declaration
    public event Action PlayModeEnd
    Event Type
    System.Action

    PlayModeEnding

    Occurs when play mode is ending (before leaving play mode).

    Declaration
    public event Action PlayModeEnding
    Event Type
    System.Action

    Extension Methods

    Extensions.ReflectiveCompare<T>(T, T)
    Extensions.RawClone<T>(T)
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