Tanoda
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Public Member Functions | |
UndoDelete (IEnumerable< GameObject > selection) | |
Hashtable | RecordState () |
void | ApplyState (Hashtable hash) |
void | OnExitScope () |
Hashtable | RecordState () |
void | ApplyState (Hashtable values) |
void | OnExitScope () |
Public Attributes | |
IEnumerable< GameObject > | gameObjects |
Undo support for deleting gameObjects from scene. When deleting an object, you simply need to create the UndoDelete instance and send it to Undo.RegisterState. This action performs the delete for you.
Definition at line 14 of file UndoDelete.cs.
GILES.UndoDelete.UndoDelete | ( | IEnumerable< GameObject > | selection | ) |
Definition at line 18 of file UndoDelete.cs.
void GILES.UndoDelete.ApplyState | ( | Hashtable | values | ) |
Apply the recorded state to the target object using the values stored by RecordState.
Implements GILES.IUndo.
Definition at line 43 of file UndoDelete.cs.
void GILES.UndoDelete.OnExitScope | ( | ) |
Called when a state is purged from the undo or redo stack. Commonly used by objects to release memory once no longer needed.
Implements GILES.IUndo.
Definition at line 54 of file UndoDelete.cs.
Hashtable GILES.UndoDelete.RecordState | ( | ) |
Record the current state of the target object. RecordState() should grab the current state of the object pointed to, not the current state as stored.
RecordState should return a hashtable that contains all the information necessary to reconstitute the object. How the data is stored is up to the implementation, since it is also left to the implementing class to reconstruct itself using this same information in ApplyState.
Implements GILES.IUndo.
Definition at line 23 of file UndoDelete.cs.
IEnumerable<GameObject> GILES.UndoDelete.gameObjects |
Definition at line 16 of file UndoDelete.cs.