SImplify editor code for actors debug shapes drawing
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@@ -374,14 +374,7 @@ namespace FlaxEditor.Viewport
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// Draw selected objects debug shapes and visuals
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if (DrawDebugDraw && (renderContext.View.Flags & ViewFlags.DebugDraw) == ViewFlags.DebugDraw)
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{
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unsafe
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{
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fixed (IntPtr* actors = _debugDrawData.ActorsPtrs)
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{
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DebugDraw.DrawActors(new IntPtr(actors), _debugDrawData.ActorsCount, true);
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}
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}
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_debugDrawData.DrawActors();
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DebugDraw.Draw(ref renderContext, target.View(), targetDepth.View(), true);
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}
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}
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@@ -643,14 +643,7 @@ namespace FlaxEditor.Viewport
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if (selectedParents[i].IsActiveInHierarchy)
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selectedParents[i].OnDebugDraw(_debugDrawData);
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}
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unsafe
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{
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fixed (IntPtr* actors = _debugDrawData.ActorsPtrs)
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{
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DebugDraw.DrawActors(new IntPtr(actors), _debugDrawData.ActorsCount, false);
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}
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}
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_debugDrawData.DrawActors();
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// Debug draw all actors in prefab and collect actors
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var view = Task.View;
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@@ -88,6 +88,18 @@ namespace FlaxEditor
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}
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}
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/// <summary>
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/// Draws the collected actors via <see cref="DebugDraw"/>.
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/// </summary>
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/// <param name="drawScenes">True if draw all loaded scenes too, otherwise will draw only provided actors.</param>
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public unsafe void DrawActors(bool drawScenes = false)
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{
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fixed (IntPtr* actors = ActorsPtrs)
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{
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DebugDraw.DrawActors(new IntPtr(actors), _actors.Count, drawScenes);
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}
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}
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/// <summary>
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/// Called when task calls <see cref="SceneRenderTask.CollectDrawCalls" /> event.
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/// </summary>
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@@ -510,13 +510,7 @@ namespace FlaxEditor.Windows
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selectedParents[i].OnDebugDraw(drawDebugData);
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}
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}
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unsafe
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{
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fixed (IntPtr* actors = drawDebugData.ActorsPtrs)
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{
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DebugDraw.DrawActors(new IntPtr(actors), drawDebugData.ActorsCount, true);
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}
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}
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drawDebugData.DrawActors(true);
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}
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DebugDraw.Draw(ref renderContext, task.OutputView);
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