mirror of
https://github.com/Facepunch/sbox-public.git
synced 2026-01-01 19:08:19 -05:00
This commit imports the C# engine code and game files, excluding C++ source code. [Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
95 lines
1.8 KiB
C#
95 lines
1.8 KiB
C#
using Editor.MapDoc;
|
|
using NativeHammer;
|
|
using System.IO;
|
|
using System.Text.Json.Nodes;
|
|
|
|
namespace Editor.MapEditor;
|
|
|
|
/// <summary>
|
|
/// This is our CQHammerMainWnd
|
|
/// </summary>
|
|
public partial class HammerSession
|
|
{
|
|
CHammerEditorSession _native;
|
|
|
|
internal HammerSession( CHammerEditorSession n )
|
|
{
|
|
_native = n;
|
|
|
|
Log.Info( "New session started!" );
|
|
}
|
|
|
|
internal static HammerSession Create( CHammerEditorSession native, CHammerApp app )
|
|
{
|
|
var s = new HammerSession( native );
|
|
|
|
InteropSystem.Alloc( s );
|
|
return s;
|
|
}
|
|
|
|
/// <summary>
|
|
/// The map that this session is editing
|
|
/// </summary>
|
|
public Asset MapAsset => AssetSystem.Get( _native.GetMapAsset() );
|
|
|
|
public MapDoc.MapDocument MapDocument => _native.GetMapDoc();
|
|
|
|
/// <summary>
|
|
/// The absolute path to the .vpk generated by this map
|
|
/// </summary>
|
|
public string CompiledMapPath => Path.ChangeExtension( MapAsset.AbsolutePath, ".vpk" );
|
|
|
|
/// <summary>
|
|
/// Called when c++ destroys us
|
|
/// </summary>
|
|
internal void Destroyed()
|
|
{
|
|
_native = default;
|
|
InteropSystem.Free( this );
|
|
|
|
Log.Info( "session destroyed!" );
|
|
}
|
|
|
|
internal void LaunchMapInEngine()
|
|
{
|
|
var asset = AssetSystem.Get( _native.GetMapAsset() );
|
|
EditorScene.PlayMap( asset );
|
|
}
|
|
|
|
internal void OnPreCompileFinished()
|
|
{
|
|
|
|
}
|
|
|
|
internal void OnPostCompileFinished()
|
|
{
|
|
SceneMap.OnMapUpdated?.Invoke( "Ignore Me" );
|
|
}
|
|
|
|
internal bool OnPaste()
|
|
{
|
|
var text = EditorUtility.Clipboard.Paste();
|
|
|
|
if ( Json.TryDeserialize<IEnumerable<JsonObject>>( text, out var serializedObjects ) )
|
|
{
|
|
Selection.Clear();
|
|
|
|
foreach ( var jso in serializedObjects )
|
|
{
|
|
SceneUtility.MakeIdGuidsUnique( jso );
|
|
|
|
var go = MapDocument.World.Scene.CreateObject();
|
|
go.Deserialize( jso );
|
|
go.MakeNameUnique();
|
|
|
|
var mgo = new MapGameObject( MapDocument, go );
|
|
Selection.Add( mgo );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
}
|