ISceneEditorSessionclass
Methods9
Showing 9 methods
public virtual void AddSelectionUndo()
You have changed the editor's selection, add a new undo entry
Obsolete: This API member is obsolete.
void—public virtual void AddUndo(string name, System.Action undo, System.Action redo)
Add a new undo entry
| Parameter | Type | Description |
|---|---|---|
| name | string | — |
| undo | Action | — |
| redo | Action | — |
void—public virtual void FrameTo(BBox& modreq(System.Runtime.InteropServices.InAttribute) box)
| Parameter | Type | Description |
|---|---|---|
| box | BBox& modreq(InAttribute) | — |
void—public virtual Editor.SceneFolder GetSceneFolder()
Get the folder for this scene. This is a folder in which we can store assets that are referenced by this scene. Things like envmap textures, lightmaps, baked data, etc.
public virtual System.Collections.Generic.IEnumerable`1<object> GetSelection()
Gets the current selection from the editor
Obsolete: Use Selection
IEnumerable<object>—public virtual void OnEditLog(string name, object source)
Obsolete: This API member is obsolete.
| Parameter | Type | Description |
|---|---|---|
| name | string | — |
| source | object | — |
void—public virtual void RecordChange(Sandbox.SerializedProperty property)
Tell undo about this property change
Obsolete: This API member is obsolete.
| Parameter | Type | Description |
|---|---|---|
| property | SerializedProperty | — |
void—public virtual void Save(bool forceSaveAs)
Save this scene to disk
| Parameter | Type | Description |
|---|---|---|
| forceSaveAs | bool | — |
void—public virtual ISceneUndoScope UndoScope(string name)
| Parameter | Type | Description |
|---|---|---|
| name | string | — |
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Properties5
Showing 5 properties
public virtual bool Sandbox.Scene.ISceneEditorSession.HasUnsavedChanges { get; set; }
True if this scene has unsaved changes
bool—public virtual Sandbox.Scene Sandbox.Scene.ISceneEditorSession.Scene { get; set; }
The scene for this session
public virtual Sandbox.GameObject Sandbox.Scene.ISceneEditorSession.SelectedGameObject { get; set; }
If we have any gameobjects selected, return the first one
public virtual Sandbox.SelectionSystem Sandbox.Scene.ISceneEditorSession.Selection { get; set; }
Selection system for this session
public virtual Sandbox.BaseFileSystem Sandbox.Scene.ISceneEditorSession.TransientFilesystem { get; set; }
Get the filesystem in which temporary files can be created. These files can be used (and shipped) by a package, but won't be stored in source control. This is usually used for files that are expected to be re-generated at runtime by the package itself.
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