changed how actor context menus are created.
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@@ -246,24 +246,51 @@ namespace FlaxEditor.Windows.Assets
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// Spawning actors options
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contextMenu.AddSeparator();
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var spawnMenu = contextMenu.AddChildMenu("New");
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var newActorCm = spawnMenu.ContextMenu;
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for (int i = 0; i < SceneTreeWindow.SpawnActorsGroups.Length; i++)
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// go through each actor and add it to the context menu if it has the ActorContextMenu attribute
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foreach (var actorType in Editor.CodeEditing.Actors.Get())
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{
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var group = SceneTreeWindow.SpawnActorsGroups[i];
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if (group.Types.Length == 1)
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if (actorType.IsAbstract || !actorType.HasAttribute(typeof(ActorContextMenuAttribute), true))
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continue;
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ActorContextMenuAttribute attribute = null;
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foreach (var actorAttribute in actorType.GetAttributes(true))
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{
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var type = group.Types[0].Value;
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newActorCm.AddButton(group.Types[0].Key, () => Spawn(type));
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}
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else
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{
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var groupCm = newActorCm.AddChildMenu(group.Name).ContextMenu;
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for (int j = 0; j < group.Types.Length; j++)
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if (actorAttribute is ActorContextMenuAttribute actorContextMenuAttribute)
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{
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var type = group.Types[j].Value;
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groupCm.AddButton(group.Types[j].Key, () => Spawn(type));
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attribute = actorContextMenuAttribute;
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}
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}
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var splitPath = attribute?.Path.Split('/');
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ContextMenuChildMenu childCM = null;
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bool mainCM = true;
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for (int i = 0; i < splitPath?.Length; i++)
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{
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if (i == splitPath.Length - 1)
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{
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if (mainCM)
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{
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contextMenu.AddButton(splitPath[i].Trim(), () => Spawn(actorType.Type));
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mainCM = false;
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}
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else
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{
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childCM?.ContextMenu.AddButton(splitPath[i].Trim(), () => Spawn(actorType.Type));
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childCM.ContextMenu.AutoSort = true;
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}
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}
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else
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{
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if (mainCM)
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{
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childCM = contextMenu.GetOrAddChildMenu(splitPath[i].Trim());
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mainCM = false;
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}
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else
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{
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childCM = childCM?.ContextMenu.GetOrAddChildMenu(splitPath[i].Trim());
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}
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childCM.ContextMenu.AutoSort = true;
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}
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}
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}
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