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UnigineEditor
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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Unigine.EditorLogic Class

The EditorLogic class is used to control the logic of the editor. Methods of this class are called after corresponding methods of the editor script.

EditorLogic class methods are called only if the UnigineEditor is loaded.

EditorLogic Class

Members


int init()

Engine calls this function on editor initialization. Similar to the editor script's init() function.

Return value

1 if the editor is initialized successfully; otherwise, 0.

int shutdown()

Engine calls this function on editor shutdown. Similar to the editor script's shutdown() function.

Return value

1 if the editor shutdown is performed successfully; otherwise, 0.

int destroy()

Engine calls this function when the video mode is changed or the application is restarted (i.e. video_restart is called). It is used to reinitialize the graphics context. Similar to the editor script's destroy() function.

Return value

1 if the editor is destroyed successfully; otherwise, 0.

int update()

Engine calls this function before updating each render frame when editor is loaded. Similar to the editor script's update() function.

Return value

1 if there were no errors during the editor update; otherwise, 0.

int render()

Engine calls this function before rendering each render frame when editor is loaded. Similar to the editor script's render() function.

Return value

1 if there were no errors during the editor rendering; otherwise, 0.

int worldInit()

Engine calls this function on world initialization when editor is loaded. This function is similar to the editor script's worldInit() function.

Return value

1 if there were no errors during the world initialization; otherwise, 0.

int worldShutdown()

Engine calls this function on world shutdown when editor is loaded. Similar to the editor script's worldShutdown() function.

Return value

1 if there were no errors during the world shutdown; otherwise, 0.

int worldSave()

Engine calls this function on world save when editor is loaded. Similar to the editor script's worldSave() function.

Return value

1 if there were no errors during the world saving; otherwise, 0.

void clear()

A callback on world reloading and clearing nodes list.

void nodeAdded(Node node)

Callback called on node adding.
Source code (C#)
override void nodeAdded(Node node)  {
	if(node.getName() == "my_node") {
		Log.message("The node my_node has been added\n");
	}
}

Arguments

  • Node node - Node.

void nodeRemoved(Node node)

Callback called on node removing.
Source code (C#)
override void nodeRemoved(Node node)  {
	if(node.getName() == "my_node") {
		Log.message("The node my_node has been removed\n");
	}
}

Arguments

  • Node node - Node.

void nodeReleased(Node node)

Callback called on node releasing.
Source code (C#)
override void nodeReleased(Node node)  {
	if(node.getName() == "my_node") {
		Log.message("The node my_node has been released\n");
	}
}

Arguments

  • Node node - Node.

void nodeReparented(Node node)

Callback called on node reparenting.
Source code (C#)
override void nodeReparented(Node node) {
	if(node.getName() == "my_node") {
		Log.message("The parent of the node my_node has been changed\n");
	}
}

Arguments

  • Node node - Node.

void nodeReordered(Node node)

Callback called on node reordering.
Source code (C#)
override void nodeReordered(Node node) {
	if(node.getName() == "my_node") {
		Log.message("The node my_node is reordered\n");
	}
}

Arguments

  • Node node - Node.

void nodeRenamed(Node node, string old_name)

Callback called on node renaming.
Source code (C#)
override void nodeRenamed(Node node, string old_name) {
	if (old_name == "my_node") {
		Log.message("The node my_node has been renamed\n");
		Log.message("The new name of the node is {0}\n",node.getName());
	}
}

Arguments

  • Node node - Node.
  • string old_name - Old name of the renamed node.

void nodeUpdated(Node. node)

Callback called on node updating.
Source code (C#)
override void nodeUpdated(Node node) {
	if(node.getName() == "my_node") {
		Log.message("The node my_node has been updated\n");
	}
}

Arguments

  • Node. node - Node.

void materialAdded(UGUID guid)

Callback called on adding a material.

Arguments

  • UGUID guid - Material GUID.

void materialRemoved(UGUID guid)

Callback called on removing a material.

Arguments

  • UGUID guid - Material GUID.

void materialMoved(UGUID guid)

Callback called on moving a material.

Arguments

  • UGUID guid - Material GUID.

void materialChanged(UGUID guid)

Callback called on changing a material.

Arguments

  • UGUID guid - Material GUID.

void materialReparented(UGUID guid, UGUID old_parent, UGUID new_parent)

Callback called on changing material's parent.

Arguments

  • UGUID guid - Material GUID.
  • UGUID old_parent - Old parent material GUID.
  • UGUID new_parent - New parent material GUID.

void propertyAdded(UGUID guid)

Callback called on adding a property.

Arguments

  • UGUID guid - GUID of the property added.

void propertyRemoved(UGUID guid)

Callback called on removing a property.

Arguments

  • UGUID guid - GUID of the property removed.

void propertyMoved(UGUID guid)

Callback called on moving a property.

Arguments

  • UGUID guid - GUID of the property moved.

void propertyChanged(UGUID guid)

Callback called on changing a property.

Arguments

  • UGUID guid - GUID of the property changed.

void propertyReparented(UGUID guid, UGUID old_parent, UGUID new_parent)

Callback called on changing property's parent.

Arguments

  • UGUID guid - GUID of the property peparented.
  • UGUID old_parent - Old parent property GUID.
  • UGUID new_parent - New parent property GUID.

void materialCompileShadersBegin()

Callback called on launching shader compilation process.

void materialCompileShadersEnd()

Callback called on completion of shader compilation process.

void materialCompileShaders(MaterialPtr material, int num)

Callback called on completion of shader compilation process.

Arguments

  • MaterialPtr material - Current material for which shaders are compiled.
  • int num - Number of remaining remaining materials for which shaders are to be compiled.
Last update: 2018-08-10
Build: ()