@@ -68,12 +68,16 @@ namespace FlaxEditor.CustomEditors.Dedicated
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// Use default prefab instance as a reference for the editor
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Values.SetReferenceValue(prefabInstance);
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if (Presenter == Editor.Instance.Windows.PropertiesWin.Presenter)
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// Display prefab UI (when displaying object inside Prefab Window then display only nested prefabs)
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var prefabId = prefab.ID;
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Editor.GetPrefabNestedObject(ref prefabId, ref prefabObjectId, out var nestedPrefabId, out var nestedPrefabObjectId);
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var nestedPrefab = FlaxEngine.Content.Load<Prefab>(nestedPrefabId);
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var panel = layout.CustomContainer<UniformGridPanel>();
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panel.CustomControl.Height = 20.0f;
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panel.CustomControl.SlotsVertically = 1;
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if (Presenter == Editor.Instance.Windows.PropertiesWin.Presenter || nestedPrefab)
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{
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// Add some UI
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var panel = layout.CustomContainer<UniformGridPanel>();
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panel.CustomControl.Height = 20.0f;
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panel.CustomControl.SlotsVertically = 1;
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var targetPrefab = nestedPrefab ?? prefab;
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panel.CustomControl.SlotsHorizontally = 3;
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// Selecting actor prefab asset
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@@ -81,17 +85,21 @@ namespace FlaxEditor.CustomEditors.Dedicated
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selectPrefab.Button.Clicked += () =>
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{
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Editor.Instance.Windows.ContentWin.ClearItemsSearch();
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Editor.Instance.Windows.ContentWin.Select(prefab);
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Editor.Instance.Windows.ContentWin.Select(targetPrefab);
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};
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// Edit selected prefab asset
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var editPrefab = panel.Button("Edit Prefab");
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editPrefab.Button.Clicked += () => Editor.Instance.Windows.ContentWin.Open(Editor.Instance.ContentDatabase.FindAsset(prefab.ID));
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// Viewing changes applied to this actor
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var viewChanges = panel.Button("View Changes");
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viewChanges.Button.Clicked += () => ViewChanges(viewChanges.Button, new Float2(0.0f, 20.0f));
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editPrefab.Button.Clicked += () => Editor.Instance.Windows.ContentWin.Open(Editor.Instance.ContentDatabase.FindAsset(targetPrefab.ID));
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}
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else
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{
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panel.CustomControl.SlotsHorizontally = 1;
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}
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// Viewing changes applied to this actor
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var viewChanges = panel.Button("View Changes");
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viewChanges.Button.Clicked += () => ViewChanges(viewChanges.Button, new Float2(0.0f, 20.0f));
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// Link event to update editor on prefab apply
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_linkedPrefabId = prefab.ID;
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