Fix reparenting inside the nested prefabs when using multiple instanced of the nested prefab in PrefabManager
#690
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@@ -119,6 +119,126 @@ TEST_CASE("Prefabs")
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REQUIRE(instanceA->Children[0]->Children[0]->Children[0]->GetName() == TEXT("Prefab B.Child"));
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REQUIRE(instanceA->Children[0]->Children[0]->Children[0]->GetChildrenCount() == 0);
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// Cleanup
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instanceA->DeleteObject();
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instanceB->DeleteObject();
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Content::DeleteAsset(prefabA);
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Content::DeleteAsset(prefabB);
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}
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SECTION("Test Adding Object in Nested Prefab")
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{
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// https://github.com/FlaxEngine/FlaxEngine/issues/690
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// Create Prefab B with just root object
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AssetReference<Prefab> prefabB = Content::CreateVirtualAsset<Prefab>();
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REQUIRE(prefabB);
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Guid id;
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Guid::Parse("25dbe4b0416be0777a6ce59e8788b10f", id);
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prefabB->ChangeID(id);
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auto prefabBInit = prefabB->Init(Prefab::TypeName,
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"["
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"{"
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"\"ID\": \"aac6b9644492fbca1a6ab0a7904a557e\","
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"\"TypeName\": \"FlaxEngine.EmptyActor\","
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"\"Name\": \"Prefab B.Root\""
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"}"
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"]");
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REQUIRE(!prefabBInit);
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// Create Prefab A with two nested Prefab B attached to the root
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AssetReference<Prefab> prefabA = Content::CreateVirtualAsset<Prefab>();
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REQUIRE(prefabA);
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Guid::Parse("4cb744714f746e31855f41815612d14b", id);
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prefabA->ChangeID(id);
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auto prefabAInit = prefabA->Init(Prefab::TypeName,
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"["
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"{"
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"\"ID\": \"244274a04cc60d56a2f024bfeef5772d\","
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"\"TypeName\": \"FlaxEngine.EmptyActor\","
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"\"Name\": \"Prefab A.Root\""
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"},"
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"{"
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"\"ID\": \"1e51f1094f430733333f8280e78dfcc3\","
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"\"PrefabID\": \"25dbe4b0416be0777a6ce59e8788b10f\","
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"\"PrefabObjectID\": \"aac6b9644492fbca1a6ab0a7904a557e\","
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"\"ParentID\": \"244274a04cc60d56a2f024bfeef5772d\""
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"},"
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"{"
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"\"ID\": \"2e1f2bae4aaedeab8725908ce1aec325\","
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"\"PrefabID\": \"25dbe4b0416be0777a6ce59e8788b10f\","
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"\"PrefabObjectID\": \"aac6b9644492fbca1a6ab0a7904a557e\","
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"\"ParentID\": \"244274a04cc60d56a2f024bfeef5772d\""
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"}"
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"]");
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REQUIRE(!prefabAInit);
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// Spawn test instances of both prefabs
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ScriptingObjectReference<Actor> instanceB = PrefabManager::SpawnPrefab(prefabB);
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ScriptingObjectReference<Actor> instanceA = PrefabManager::SpawnPrefab(prefabA);
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// Verify initial scenario
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REQUIRE(instanceA);
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REQUIRE(instanceB);
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REQUIRE(instanceA->GetName() == TEXT("Prefab A.Root"));
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REQUIRE(instanceA->GetChildrenCount() == 2);
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REQUIRE(instanceA->Children[0]->GetName() == TEXT("Prefab B.Root"));
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REQUIRE(instanceA->Children[0]->GetChildrenCount() == 0);
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REQUIRE(instanceA->Children[1]->GetName() == TEXT("Prefab B.Root"));
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REQUIRE(instanceA->Children[1]->GetChildrenCount() == 0);
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// Modify Prefab B instance to add a new actor as a child so at appears in both nested instances in Prefab A instance
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Guid newChildId;
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Guid::Parse(TEXT("123456a04cc60d56a2f024bfeef57723"), newChildId);
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auto newChild = EmptyActor::Spawn(ScriptingObject::SpawnParams(newChildId, EmptyActor::TypeInitializer));
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newChild->SetName(TEXT("Prefab B.Child"));
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newChild->SetParent(instanceB);
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// Apply nested prefab changes
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auto applyResult = PrefabManager::ApplyAll(instanceB);
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REQUIRE(!applyResult);
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// Verify if instance of Prefab B nested instances in instance of Prefab A was properly updated
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REQUIRE(instanceA);
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REQUIRE(instanceB);
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REQUIRE(instanceA->GetName() == TEXT("Prefab A.Root"));
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REQUIRE(instanceA->GetChildrenCount() == 2);
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REQUIRE(instanceA->Children[0]->GetName() == TEXT("Prefab B.Root"));
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REQUIRE(instanceA->Children[0]->GetChildrenCount() == 1);
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REQUIRE(instanceA->Children[0]->Children[0]->GetName() == TEXT("Prefab B.Child"));
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REQUIRE(instanceA->Children[0]->Children[0]->GetChildrenCount() == 0);
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REQUIRE(instanceA->Children[1]->GetName() == TEXT("Prefab B.Root"));
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REQUIRE(instanceA->Children[1]->GetChildrenCount() == 1);
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REQUIRE(instanceA->Children[1]->Children[0]->GetName() == TEXT("Prefab B.Child"));
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REQUIRE(instanceA->Children[1]->Children[0]->GetChildrenCount() == 0);
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// Add another child
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Guid::Parse(TEXT("678906a04cc60d56a2f024bfeef57723"), newChildId);
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newChild = EmptyActor::Spawn(ScriptingObject::SpawnParams(newChildId, EmptyActor::TypeInitializer));
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newChild->SetName(TEXT("Prefab B.Child 2"));
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newChild->SetParent(instanceB);
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// Apply nested prefab changes
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applyResult = PrefabManager::ApplyAll(instanceB);
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REQUIRE(!applyResult);
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// Reparent another child into the first child
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newChild->SetParent(instanceB->Children[0]);
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// Apply nested prefab changes
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applyResult = PrefabManager::ApplyAll(instanceB);
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REQUIRE(!applyResult);
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// Verify if instance of Prefab B nested instances in instance of Prefab A was properly updated
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REQUIRE(instanceA);
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REQUIRE(instanceB);
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REQUIRE(instanceA->GetChildrenCount() == 2);
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REQUIRE(instanceA->Children[0]->GetChildrenCount() == 1);
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REQUIRE(instanceA->Children[0]->Children[0]->GetChildrenCount() == 1);
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REQUIRE(instanceA->Children[0]->Children[0]->Children[0]->GetChildrenCount() == 0);
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REQUIRE(instanceA->Children[1]->GetChildrenCount() == 1);
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REQUIRE(instanceA->Children[1]->Children[0]->GetChildrenCount() == 1);
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REQUIRE(instanceA->Children[1]->Children[0]->Children[0]->GetChildrenCount() == 0);
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// Cleanup
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instanceA->DeleteObject();
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instanceB->DeleteObject();
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