Merge branch 'release_prefab_fix' of https://github.com/GoaLitiuM/FlaxEngine into GoaLitiuM-release_prefab_fix

This commit is contained in:
Wojtek Figat
2024-04-25 18:01:57 +02:00

View File

@@ -8,9 +8,7 @@
#include "Engine/Level/Prefabs/PrefabManager.h"
#include "Engine/Level/Actor.h"
#include "Engine/Threading/Threading.h"
#if USE_EDITOR
#include "Engine/Scripting/Scripting.h"
#endif
REGISTER_JSON_ASSET(Prefab, "FlaxEngine.Prefab", true);
@@ -163,10 +161,10 @@ Asset::LoadResult Prefab::loadAsset()
}
}
#if USE_EDITOR
// Register for scripts reload and unload (need to cleanup all user objects including scripts that may be attached to the default instance - it can be always restored)
Scripting::ScriptsReloading.Bind<Prefab, &Prefab::DeleteDefaultInstance>(this);
Scripting::ScriptsUnload.Bind<Prefab, &Prefab::DeleteDefaultInstance>(this);
#if USE_EDITOR
Scripting::ScriptsReloading.Bind<Prefab, &Prefab::DeleteDefaultInstance>(this);
#endif
return LoadResult::Ok;
@@ -174,10 +172,10 @@ Asset::LoadResult Prefab::loadAsset()
void Prefab::unload(bool isReloading)
{
#if USE_EDITOR
// Unlink
Scripting::ScriptsReloading.Unbind<Prefab, &Prefab::DeleteDefaultInstance>(this);
Scripting::ScriptsUnload.Unbind<Prefab, &Prefab::DeleteDefaultInstance>(this);
#if USE_EDITOR
Scripting::ScriptsReloading.Unbind<Prefab, &Prefab::DeleteDefaultInstance>(this);
#endif
// Base