v4.2
Redoes the last command that was undone in the command stack.
This is the scripting equivalent of selecting Redo from the main
Edit menu or pressing Ctrl+Y in the user interface.
Note: Redo is only available after an Undo
operation.
Warning: Don't call this command to undo changes to scene data from
a custom command. Custom commands are only allowed to use the Undo
and Redo commands for user data. For more information, see Undoing and
Redoing Custom Commands.
Redo( [Repetitions] ); |
Parameter | Type | Description |
---|---|---|
Repetitions | Integer | Number of times to redo. May stop earlier if there are no more
commands to redo.
Default Value: 1 |
/* This example demonstrates how to use the Redo option in scripting by using the DataRepository (internal object database) to see whether the object exists in the scene at each step (creating the object, deleting, undoing, and then redoing the DeleteObj call) */ NewScene( null, false ); var odb = XSIUtils.DataRepository; var object2kill = CreatePrim( "Cone", "MeshSurface" ) obj_id = odb.GetIdentifier( object2kill ) LogMessage( odb.HasData(obj_id) ); //INFO : True DeleteObj( object2kill ); LogMessage( odb.HasData(obj_id) ); //INFO : False Undo(); LogMessage( odb.HasData(obj_id) ); //INFO : True Redo(); LogMessage( odb.HasData(obj_id) ); //INFO : False |