Merge branch 'actor-org' of https://github.com/Tryibion/FlaxEngine into Tryibion-actor-org
This commit is contained in:
@@ -253,7 +253,7 @@ namespace FlaxEditor.Windows.Assets
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if (actorType.IsAbstract)
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continue;
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ActorContextMenuAttribute attribute = null;
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foreach (var e in actorType.GetAttributes(true))
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foreach (var e in actorType.GetAttributes(false))
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{
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if (e is ActorContextMenuAttribute actorContextMenuAttribute)
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{
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@@ -162,7 +162,7 @@ namespace FlaxEditor.Windows
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// Get attribute
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ContentContextMenuAttribute attribute = null;
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foreach (var typeAttribute in type.GetAttributes(true))
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foreach (var typeAttribute in type.GetAttributes(false))
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{
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if (typeAttribute is ContentContextMenuAttribute contentContextMenuAttribute)
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{
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@@ -66,7 +66,7 @@ namespace FlaxEditor.Windows
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if (actorType.IsAbstract)
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continue;
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ActorContextMenuAttribute attribute = null;
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foreach (var e in actorType.GetAttributes(true))
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foreach (var e in actorType.GetAttributes(false))
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{
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if (e is ActorContextMenuAttribute actorContextMenuAttribute)
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{
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@@ -152,11 +152,11 @@ namespace FlaxEditor.Windows
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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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if (actorType.IsAbstract || !actorType.HasAttribute(typeof(ActorContextMenuAttribute), true))
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if (actorType.IsAbstract || !actorType.HasAttribute(typeof(ActorContextMenuAttribute), false))
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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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foreach (var actorAttribute in actorType.GetAttributes(false))
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{
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if (actorAttribute is ActorContextMenuAttribute actorContextMenuAttribute)
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{
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@@ -250,7 +250,7 @@ namespace FlaxEditor.Windows
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foreach (var actorType in Editor.CodeEditing.Actors.Get())
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{
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ActorToolboxAttribute attribute = null;
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foreach (var e in actorType.GetAttributes(true))
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foreach (var e in actorType.GetAttributes(false))
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{
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if (e is ActorToolboxAttribute actorToolboxAttribute)
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{
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@@ -10,7 +10,7 @@
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/// Representation of the car vehicle that uses wheels. Built on top of the RigidBody with collider representing its chassis shape and wheels.
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/// </summary>
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/// <seealso cref="RigidBody" />
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API_CLASS() class FLAXENGINE_API WheeledVehicle : public RigidBody
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API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Wheeled Vehicle\"), ActorToolbox(\"Physics\")") class FLAXENGINE_API WheeledVehicle : public RigidBody
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{
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friend class PhysicsBackend;
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DECLARE_SCENE_OBJECT(WheeledVehicle);
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@@ -9,7 +9,7 @@
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/// A box-shaped primitive collider.
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/// </summary>
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/// <seealso cref="Collider" />
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API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Box Collider\"), ActorToolbox(\"Physics\")")
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API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Colliders/Box Collider\"), ActorToolbox(\"Physics\")")
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class FLAXENGINE_API BoxCollider : public Collider
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{
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DECLARE_SCENE_OBJECT(BoxCollider);
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@@ -10,7 +10,7 @@
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/// </summary>
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/// <remarks>Capsules are cylinders with a half-sphere at each end centered at the origin and extending along the X axis, and two hemispherical ends.</remarks>
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/// <seealso cref="Collider" />
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API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Capsule Collider\"), ActorToolbox(\"Physics\")")
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API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Colliders/Capsule Collider\"), ActorToolbox(\"Physics\")")
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class FLAXENGINE_API CapsuleCollider : public Collider
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{
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DECLARE_SCENE_OBJECT(CapsuleCollider);
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@@ -10,7 +10,7 @@
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/// A collider represented by an arbitrary mesh.
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/// </summary>
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/// <seealso cref="Collider" />
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API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Mesh Collider\"), ActorToolbox(\"Physics\")")
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API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Colliders/Mesh Collider\"), ActorToolbox(\"Physics\")")
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class FLAXENGINE_API MeshCollider : public Collider
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{
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DECLARE_SCENE_OBJECT(MeshCollider);
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@@ -8,7 +8,7 @@
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/// A sphere-shaped primitive collider.
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/// </summary>
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/// <seealso cref="Collider" />
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API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Sphere Collider\"), ActorToolbox(\"Physics\")")
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API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Colliders/Sphere Collider\"), ActorToolbox(\"Physics\")")
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class FLAXENGINE_API SphereCollider : public Collider
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{
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DECLARE_SCENE_OBJECT(SphereCollider);
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@@ -160,7 +160,7 @@ public:
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/// It also allows you to constrain limits to only specific axes or completely lock specific axes.
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/// </summary>
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/// <seealso cref="Joint" />
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API_CLASS(Attributes="ActorContextMenu(\"New/Physics/D6 Joint\"), ActorToolbox(\"Physics\")")
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API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Joints/D6 Joint\"), ActorToolbox(\"Physics\")")
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class FLAXENGINE_API D6Joint : public Joint
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{
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DECLARE_SCENE_OBJECT(D6Joint);
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@@ -37,7 +37,7 @@ DECLARE_ENUM_OPERATORS(DistanceJointFlag);
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/// Physics joint that maintains an upper or lower (or both) bound on the distance between two bodies.
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/// </summary>
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/// <seealso cref="Joint" />
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API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Distance Joint\"), ActorToolbox(\"Physics\")")
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API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Joints/Distance Joint\"), ActorToolbox(\"Physics\")")
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class FLAXENGINE_API DistanceJoint : public Joint
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{
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DECLARE_SCENE_OBJECT(DistanceJoint);
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@@ -8,7 +8,7 @@
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/// Physics joint that maintains a fixed distance and orientation between its two attached bodies.
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/// </summary>
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/// <seealso cref="Joint" />
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API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Fixed Joint\"), ActorToolbox(\"Physics\")")
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API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Joints/Fixed Joint\"), ActorToolbox(\"Physics\")")
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class FLAXENGINE_API FixedJoint : public Joint
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{
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DECLARE_SCENE_OBJECT(FixedJoint);
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@@ -67,7 +67,7 @@ public:
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/// Physics joint that removes all but a single rotation degree of freedom from its two attached bodies (for example a door hinge).
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/// </summary>
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/// <seealso cref="Joint" />
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API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Hinge Joint\"), ActorToolbox(\"Physics\")")
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API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Joints/Hinge Joint\"), ActorToolbox(\"Physics\")")
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class FLAXENGINE_API HingeJoint : public Joint
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{
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DECLARE_SCENE_OBJECT(HingeJoint);
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@@ -27,7 +27,7 @@ DECLARE_ENUM_OPERATORS(SliderJointFlag);
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/// Physics joint that removes all but a single translational degree of freedom. Bodies are allowed to move along a single axis.
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/// </summary>
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/// <seealso cref="Joint" />
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API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Slider Joint\"), ActorToolbox(\"Physics\")")
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API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Joints/Slider Joint\"), ActorToolbox(\"Physics\")")
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class FLAXENGINE_API SliderJoint : public Joint
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{
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DECLARE_SCENE_OBJECT(SliderJoint);
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@@ -29,7 +29,7 @@ DECLARE_ENUM_OPERATORS(SphericalJointFlag);
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/// rotate around the anchor points, and their rotation can be limited by an elliptical cone.
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/// </summary>
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/// <seealso cref="Joint" />
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API_CLASS(Attributes = "ActorContextMenu(\"New/Physics/Spherical Joint\"), ActorToolbox(\"Physics\")")
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API_CLASS(Attributes = "ActorContextMenu(\"New/Physics/Joints/Spherical Joint\"), ActorToolbox(\"Physics\")")
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class FLAXENGINE_API SphericalJoint : public Joint
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{
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DECLARE_SCENE_OBJECT(SphericalJoint);
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