Fix scene tree menu options being enabled when not supposed to be
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@@ -81,6 +81,7 @@ namespace FlaxEditor.SceneGraph.Actors
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if (Level.ScenesCount > 1)
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contextMenu.AddButton("Unload all but this scene", OnUnloadAllButSelectedScene).LinkTooltip("Unloads all of the active scenes except for the selected scene.").Enabled = Editor.Instance.StateMachine.CurrentState.CanChangeScene;
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contextMenu.MaximumItemsInViewCount += 3;
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base.OnContextMenu(contextMenu, window);
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}
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@@ -55,9 +55,9 @@ namespace FlaxEditor.Windows
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b = contextMenu.AddButton("Rename", inputOptions.Rename, Rename);
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b = contextMenu.AddButton("Duplicate", inputOptions.Duplicate, Editor.SceneEditing.Duplicate);
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b.Enabled = hasSthSelected;
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b.Enabled = hasSthSelected && ((ActorNode)Editor.SceneEditing.Selection[0]).CanDuplicate;
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if (isSingleActorSelected)
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if (isSingleActorSelected && ((ActorNode)Editor.SceneEditing.Selection[0]).Actor is not Scene)
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{
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var convertMenu = contextMenu.AddChildMenu("Convert");
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convertMenu.ContextMenu.AutoSort = true;
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@@ -117,24 +117,24 @@ namespace FlaxEditor.Windows
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}
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}
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b = contextMenu.AddButton("Delete", inputOptions.Delete, Editor.SceneEditing.Delete);
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b.Enabled = hasSthSelected;
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b.Enabled = hasSthSelected && ((ActorNode)Editor.SceneEditing.Selection[0]).CanDelete;
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contextMenu.AddSeparator();
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b = contextMenu.AddButton("Copy", inputOptions.Copy, Editor.SceneEditing.Copy);
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b.Enabled = hasSthSelected && ((ActorNode)Editor.SceneEditing.Selection[0]).CanCopyPaste;
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b.Enabled = hasSthSelected;
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contextMenu.AddButton("Paste", inputOptions.Paste, Editor.SceneEditing.Paste);
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b = contextMenu.AddButton("Cut", inputOptions.Cut, Editor.SceneEditing.Cut);
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b.Enabled = canEditScene;
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b.Enabled = canEditScene && ((ActorNode)Editor.SceneEditing.Selection[0]).CanCopyPaste;
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// Create option
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contextMenu.AddSeparator();
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b = contextMenu.AddButton("Parent to new Actor", inputOptions.GroupSelectedActors, Editor.SceneEditing.CreateParentForSelectedActors);
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b.Enabled = canEditScene && hasSthSelected;
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b.Enabled = canEditScene && hasSthSelected && ((ActorNode)Editor.SceneEditing.Selection[0]).Actor is not Scene;
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b = contextMenu.AddButton("Create Prefab", Editor.Prefabs.CreatePrefab);
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b.Enabled = isSingleActorSelected &&
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