AGS.Editor.AGSEditor.RefreshEditorAfterGameLoad C# (CSharp) Method

RefreshEditorAfterGameLoad() public method

public RefreshEditorAfterGameLoad ( Game newGame ) : void
newGame Game
return void
        public void RefreshEditorAfterGameLoad(Game newGame)
        {
            _game = newGame;

            Factory.Events.OnRefreshAllComponentsFromGame();
            Factory.GUIController.GameNameUpdated();
            Factory.NativeProxy.NewGameLoaded(Factory.AGSEditor.CurrentGame);

            RegenerateScriptHeader(null);

            foreach (ScriptAndHeader script in newGame.RootScriptFolder.AllItemsFlat)
            {
                AutoComplete.ConstructCache(script.Header);
            }

            Factory.GUIController.ProjectTree.CollapseAll();

            if (_engineComms.SupportedOnCurrentSystem)
            {
                _engineComms.ResetWithCurrentPath();
            }

            if (System.Environment.OSVersion.Platform == PlatformID.Win32NT)
            {
                // file system watcher only works on NT
                _fileWatcher = new FileSystemWatcher(newGame.DirectoryPath);
                _fileWatcher.Changed += new FileSystemEventHandler(_fileWatcher_Changed);
                _fileWatcher.NotifyFilter = NotifyFilters.LastWrite;
                _fileWatcher.EnableRaisingEvents = true;
            }

            CloseLockFile();

            try
            {
                _lockFile = File.Create(LOCK_FILE_NAME, 32, FileOptions.DeleteOnClose);
            }
            catch (UnauthorizedAccessException)
            {
                // If the whole game folder is read-only, don't worry about it
                _lockFile = null;
            }
        }