Minor fixes
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@@ -55,9 +55,8 @@ namespace FlaxEditor.CustomEditors.Dedicated
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{
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// TODO: consider editing more than one instance of the same prefab asset at once
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var prefab = FlaxEngine.Content.LoadAsync<Prefab>(actor.PrefabID);
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// TODO: don't stall here?
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if (prefab && !prefab.WaitForLoaded())
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var prefab = FlaxEngine.Content.Load<Prefab>(actor.PrefabID);
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if (prefab)
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{
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var prefabObjectId = actor.PrefabObjectID;
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var prefabInstance = prefab.GetDefaultInstance(ref prefabObjectId);
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@@ -14,6 +14,7 @@ namespace FlaxEditor.Windows
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private void OnTreeSelectionChanged(List<TreeNode> from, List<TreeNode> to)
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{
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bool setLastViewFolder = !IsLayoutLocked;
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if (!_showAllContentInTree && to.Count > 1)
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{
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_tree.Select(to[^1]);
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@@ -21,11 +22,14 @@ namespace FlaxEditor.Windows
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}
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if (_showAllContentInTree && to.Count > 1)
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{
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var activeNode = GetActiveTreeSelection(to);
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if (activeNode is ContentItemTreeNode itemNode)
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SaveLastViewedFolder(itemNode.Item?.ParentFolder?.Node);
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else
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SaveLastViewedFolder(activeNode as ContentFolderTreeNode);
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if (setLastViewFolder)
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{
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var activeNode = GetActiveTreeSelection(to);
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if (activeNode is ContentItemTreeNode itemNode)
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SaveLastViewedFolder(itemNode.Item?.ParentFolder?.Node);
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else
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SaveLastViewedFolder(activeNode as ContentFolderTreeNode);
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}
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UpdateUI();
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return;
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}
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@@ -35,7 +39,8 @@ namespace FlaxEditor.Windows
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var targetNode = GetActiveTreeSelection(to);
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if (targetNode is ContentItemTreeNode itemNode2)
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{
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SaveLastViewedFolder(itemNode2.Item?.ParentFolder?.Node);
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if (setLastViewFolder)
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SaveLastViewedFolder(itemNode2.Item?.ParentFolder?.Node);
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UpdateUI();
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itemNode2.Focus();
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return;
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@@ -44,7 +49,8 @@ namespace FlaxEditor.Windows
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var target = targetNode as ContentFolderTreeNode;
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Navigate(source, target);
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SaveLastViewedFolder(target);
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if (setLastViewFolder)
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SaveLastViewedFolder(target);
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target?.Focus();
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}
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@@ -1227,8 +1227,6 @@ namespace FlaxEditor.Windows
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UpdateItemsSearch();
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else
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RefreshView(SelectedNode);
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return;
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}
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/// <summary>
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@@ -60,12 +60,14 @@ public:
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/// <summary>
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/// Requests the default prefab object instance. Deserializes the prefab objects from the asset. Skips if already done.
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/// </summary>
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/// <remarks>Default instances of the prefab are read-only and are used internally for objects serialization (prefab diff).</remarks>
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/// <returns>The root of the prefab object loaded from the prefab. Contains the default values. It's not added to gameplay but deserialized with postLoad and init event fired.</returns>
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API_FUNCTION() Actor* GetDefaultInstance();
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/// <summary>
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/// Requests the default prefab object instance. Deserializes the prefab objects from the asset. Skips if already done.
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/// </summary>
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/// <remarks>Default instances of the prefab are read-only and are used internally for objects serialization (prefab diff).</remarks>
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/// <param name="objectId">The ID of the object to get from prefab default object. It can be one of the child-actors or any script that exists in the prefab. Methods returns root if id is empty.</param>
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/// <returns>The object of the prefab loaded from the prefab. Contains the default values. It's not added to gameplay but deserialized with postLoad and init event fired.</returns>
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API_FUNCTION() SceneObject* GetDefaultInstance(API_PARAM(Ref) const Guid& objectId);
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