SceneEditorSessionclass
A SceneEditorSession holds a Scene that is open in the editor. It creates a widget, has a selection and undo system.
Constructors1
Showing 1 constructors
protected SceneEditorSession(Sandbox.Scene scene)
| Parameter | Type | Description |
|---|---|---|
| scene | Scene | — |
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Methods30
Showing 30 methods
public virtual sealed void AddUndo(string name, System.Action undo, System.Action redo)
| Parameter | Type | Description |
|---|---|---|
| name | string | — |
| undo | Action | — |
| redo | Action | — |
void—public void BringToFront()
Bring this scene tab to the front
void—public void CancelUndoScope()
Cancels any open undo scopes, because we don't want the most recent change to appear in the undo stack.
void—public static Editor.SceneEditorSession CreateDefault()
Make a new SceneEditorSession with a default scene
public static Editor.SceneEditorSession CreateFromPath(string path)
Opens an editor session from an existing scene or prefab
| Parameter | Type | Description |
|---|---|---|
| path | string | — |
public void DeserializeSelection(string selection)
Take a json string created by SerializeSelection and turn it into a selection
| Parameter | Type | Description |
|---|---|---|
| selection | string | — |
void—public virtual void Destroy()
void—public virtual void FrameTo(BBox& modreq(System.Runtime.InteropServices.InAttribute) box)
| Parameter | Type | Description |
|---|---|---|
| box | BBox& modreq(InAttribute) | — |
void—public void FullUndoSnapshot(string title)
Take a full scene snapshot for the undo system. This is usually a last resort, if you can't do anything more incremental.
Obsolete: Manual full scene undo snapshots are no longer working use UndoScope or AddUndo
| Parameter | Type | Description |
|---|---|---|
| title | string | — |
void—public virtual sealed Editor.SceneFolder GetSceneFolder()
public virtual sealed System.Collections.Generic.IEnumerable`1<object> GetSelection()
IEnumerable<object>—public void MakeActive(bool bringToFront = True)
Makes this scene active and brings it to the front
| Parameter | Type | Description |
|---|---|---|
| bringToFront = True | bool | — |
void—protected virtual void OnEdited()
void—public void PushUndoSelection()
Push the current selection into the undo system
Obsolete: Manual selections snapshots are no longer working use UndoScope or AddUndo
void—public virtual sealed void RecordChange(Sandbox.SerializedProperty property)
Obsolete: This API member is obsolete.
| Parameter | Type | Description |
|---|---|---|
| property | SerializedProperty | — |
void—public void Reload()
void—public virtual sealed void Save(bool saveAs)
| Parameter | Type | Description |
|---|---|---|
| saveAs | bool | — |
void—public static System.IDisposable Scope()
Pushes the active scene to the current scope
IDisposable—public string SerializeSelection()
Serlialize the current selection to a json string. The aim here is to make something we can transfer back to objects.
string—public virtual void StopPlaying()
void—public System.IDisposable SuppressUndoSounds()
Temporarily disables undo/redo sounds.
IDisposable—public void Tick()
void—public virtual sealed ISceneUndoScope UndoScope(string name)
| Parameter | Type | Description |
|---|---|---|
| name | string | — |
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Properties12
Showing 12 properties
public static Editor.SceneEditorSession Editor.SceneEditorSession.Active { get; set; }
The editor session that is currently active
public static System.Collections.Generic.List`1<Editor.SceneEditorSession> Editor.SceneEditorSession.All { get; set; }
All open editor sessions
public Editor.GameEditorSession Editor.SceneEditorSession.GameSession { get; set; }
The game session of this editor session, if playing.
public virtual sealed bool Editor.SceneEditorSession.HasUnsavedChanges { get; set; }
bool—public bool Editor.SceneEditorSession.IsMounted { get; set; }
True if this session is editing a scene opened from a mount. Mounted scenes live at a read-only mount:// path, so they can't be saved and never report unsaved changes.
bool—public virtual bool Editor.SceneEditorSession.IsPlaying { get; set; }
bool—public bool Editor.SceneEditorSession.IsPrefabSession { get; set; }
Returns true if this session is editing a prefab
bool—public System.Action`1<BBox> Editor.SceneEditorSession.OnFrameTo { get; set; }
public virtual sealed Sandbox.Scene Editor.SceneEditorSession.Scene { get; set; }
public virtual sealed Sandbox.SelectionSystem Editor.SceneEditorSession.Selection { get; set; }
public bool Editor.SceneEditorSession.ShouldUpdate { get; set; }
Should we call `Sandbox.Scene.EditorTick(System.Single,System.Single)` while this session is visible?
bool—public Sandbox.Helpers.UndoSystem Editor.SceneEditorSession.UndoSystem { get; set; }
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