示例#1
0
from gii.core.signals import register

register('scene.pre_open')
register('scene.update')
register('scene.clear')
register('scene.save')
register('scene.saved')
register('scene.open')
register('scene.close')
register('scene.change')  #Scene is changed during preview

register('scene.modified')

register('entity.added')
register('entity.removed')
register('entity.modified')
register('entity.renamed')
register('entity.visible_changed')
register('entity.pickable_changed')

register('prefab.unlink')
register('prefab.relink')
register('prefab.push')
register('prefab.pull')

register('proto.unlink')
register('proto.relink')

register('component.added')
register('component.removed')
register('component.renamed')
示例#2
0
import os.path
from gii.core import signals, EditorModule, RemoteCommand, app, printTraceBack

# from gii.core import Module, signals, getAppPath, unregisterModule, registerModule, App, Project

from AKU import getAKU, _LuaTable, _LuaThread, _LuaObject, _LuaFunction

from exceptions import *
from MOAIInputDevice import MOAIInputDevice
from LuaTableProxy import LuaTableProxy

##----------------------------------------------------------------##
_G = LuaTableProxy(None)
_GII = LuaTableProxy(None)

signals.register('lua.msg')
signals.register('moai.clean')
signals.register('moai.reset')
signals.register('moai.ready')

##----------------------------------------------------------------##
import bridge


##----------------------------------------------------------------##
## MOAIRuntime
##----------------------------------------------------------------##
class MOAIRuntime(EditorModule):
    _singleton = None

    @staticmethod
示例#3
0
from gii.core.signals import register

register("scene.pre_open")
register("scene.update")
register("scene.clear")
register("scene.save")
register("scene.saved")
register("scene.open")
register("scene.close")
register("scene.change")  # Scene is changed during preview

register("scene.modified")

register("entity.added")
register("entity.removed")
register("entity.modified")
register("entity.renamed")
register("entity.visible_changed")
register("entity.pickable_changed")

register("prefab.unlink")
register("prefab.relink")
register("prefab.push")
register("prefab.pull")

register("proto.unlink")
register("proto.relink")

register("component.added")
register("component.removed")
register("component.renamed")
示例#4
0
文件: signals.py 项目: pixpil/gii
from gii.core.signals import register 

register( 'scene.pre_open' )
register( 'scene.update' )
register( 'scene.clear' )
register( 'scene.save' )
register( 'scene.saved' )
register( 'scene.open' )
register( 'scene.close' )
register( 'scene.change' ) #Scene is changed during preview

register( 'scene.modified' )

register( 'entity.added' )
register( 'entity.removed' )
register( 'entity.modified' )
register( 'entity.renamed' )
register( 'entity.visible_changed' )
register( 'entity.pickable_changed' )

register( 'prefab.unlink' )
register( 'prefab.relink' )
register( 'prefab.push' )
register( 'prefab.pull' )

register( 'proto.unlink' )
register( 'proto.relink' )

register( 'component.added' )
register( 'component.removed' )
示例#5
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from gii.core import app, signals

signals.register('global_object.added')
signals.register('global_object.removed')
signals.register('global_object.renamed')
# signals.register ( 'global_object.modified' )