Refactor prefab's objectsCache to be explicitly SceneObject values

This commit is contained in:
Wojtek Figat
2023-12-04 13:56:36 +01:00
parent f654d507e5
commit 3e940c28df
5 changed files with 8 additions and 8 deletions

View File

@@ -76,12 +76,12 @@ Actor* PrefabManager::SpawnPrefab(Prefab* prefab, Actor* parent)
return SpawnPrefab(prefab, Transform(Vector3::Minimum), parent, nullptr);
}
Actor* PrefabManager::SpawnPrefab(Prefab* prefab, Actor* parent, Dictionary<Guid, const void*>* objectsCache, bool withSynchronization)
Actor* PrefabManager::SpawnPrefab(Prefab* prefab, Actor* parent, Dictionary<Guid, SceneObject*>* objectsCache, bool withSynchronization)
{
return SpawnPrefab(prefab, Transform(Vector3::Minimum), parent, objectsCache, withSynchronization);
}
Actor* PrefabManager::SpawnPrefab(Prefab* prefab, const Transform& transform, Actor* parent, Dictionary<Guid, const void*>* objectsCache, bool withSynchronization)
Actor* PrefabManager::SpawnPrefab(Prefab* prefab, const Transform& transform, Actor* parent, Dictionary<Guid, SceneObject*>* objectsCache, bool withSynchronization)
{
PROFILE_CPU_NAMED("Prefab.Spawn");
if (prefab == nullptr)