Merge branch 'RuanLucasGD-RenameActors'
This commit is contained in:
@@ -54,8 +54,6 @@ namespace FlaxEditor.Windows
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// Basic editing options
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b = contextMenu.AddButton("Rename", inputOptions.Rename, Rename);
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b.Enabled = isSingleActorSelected;
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b = contextMenu.AddButton("Duplicate", inputOptions.Duplicate, Editor.SceneEditing.Duplicate);
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b.Enabled = hasSthSelected;
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246
Source/Editor/Windows/SceneTreeWindow.RenameWindow.cs
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246
Source/Editor/Windows/SceneTreeWindow.RenameWindow.cs
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@@ -0,0 +1,246 @@
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using System.Text;
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using FlaxEngine;
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using FlaxEngine.GUI;
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using FlaxEditor.GUI;
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namespace FlaxEditor.Windows
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{
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/// <summary>
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/// A window used to rename multiple actors.
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/// </summary>
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public class RenameWindow : EditorWindow
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{
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/// <inheritdoc/>
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private class RenameUndoAction : IUndoAction
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{
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/// <summary>
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/// The old actors name to use on <see cref="Undo"/> action.
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/// </summary>
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public string[] OldNames;
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/// <summary>
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/// The new actors name to use on <see cref="Do"/> action.
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/// </summary>
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public string[] NewNames;
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/// <summary>
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/// All actors to rename.
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/// </summary>
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public Actor[] ActorsToRename;
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/// <summary>
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/// Create a <see cref="RenameUndoAction"/> undo action.
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/// </summary>
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/// <param name="nodes"></param>
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public RenameUndoAction(Actor[] nodes)
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{
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ActorsToRename = nodes;
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OldNames = new string[nodes.Length];
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for (int i = 0; i < nodes.Length; i++)
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OldNames[i] = nodes[i].Name;
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}
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/// <inheritdoc/>
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public void Do()
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{
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for (int i = 0; i < ActorsToRename.Length; i++)
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ActorsToRename[i].Name = NewNames[i];
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}
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/// <inheritdoc/>
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public void Undo()
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{
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for (int i = 0; i < ActorsToRename.Length; i++)
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ActorsToRename[i].Name = OldNames[i];
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}
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/// <inheritdoc/>
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public string ActionString => "Renaming actors.";
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/// <inheritdoc/>
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public void Dispose() { }
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}
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/// <summary>
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/// Rename options.
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/// </summary>
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private enum RenameOptions
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{
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OnlyName,
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UsePrefix,
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UseSuffix
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}
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private string _newActorsName;
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private RenameOptions _renameOption;
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private Actor[] _actorsToRename;
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private static RenameWindow _currentOpenedWindow;
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private RenameWindow(Actor[] actorsToRename, Editor editor) : base(editor, true, FlaxEngine.GUI.ScrollBars.None)
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{
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Title = "Rename";
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Size = new Float2(300, 110);
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_newActorsName = "Actor ";
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_renameOption = RenameOptions.UseSuffix;
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_actorsToRename = actorsToRename;
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var container = new VerticalPanel
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{
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Parent = this,
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AnchorPreset = AnchorPresets.StretchAll,
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Offset = Vector2.Zero,
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AutoSize = false,
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Bounds = Rectangle.Empty
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};
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var nameContainer = new HorizontalPanel
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{
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Parent = container,
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AnchorPreset = AnchorPresets.TopLeft,
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Bounds = new Rectangle(0, 0, 300, 22),
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Offset = Vector2.Zero,
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AutoSize = false,
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Spacing = 2,
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CullChildren = false,
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ClipChildren = false,
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};
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var optionsContainer = new HorizontalPanel
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{
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Parent = container,
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AnchorPreset = AnchorPresets.TopLeft,
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Bounds = new Rectangle(0, 22, 300, 22),
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Offset = Vector2.Zero,
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AutoSize = false,
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Spacing = 2,
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CullChildren = false,
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ClipChildren = false,
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};
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var renameLabel = new Label
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{
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Text = "New Name",
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AnchorPreset = AnchorPresets.Custom,
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AnchorMin = Float2.Zero,
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AnchorMax = new Float2(0.5f, 0),
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Parent = nameContainer,
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HorizontalAlignment = TextAlignment.Near,
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Size = new Float2(150, 22),
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Offsets = Margin.Zero,
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};
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var newNameTextBox = new TextBox
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{
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Text = _newActorsName,
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AnchorPreset = AnchorPresets.Custom,
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AnchorMin = new Float2(0.5f, 0),
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AnchorMax = new Float2(1, 0),
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Parent = nameContainer,
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Size = new Float2(150, 22),
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Offsets = Margin.Zero,
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};
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var optionNameLabel = new Label
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{
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Text = "Rename Option",
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HorizontalAlignment = TextAlignment.Near,
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AnchorPreset = AnchorPresets.Custom,
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AnchorMin = Float2.Zero,
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AnchorMax = new Float2(0.5f, 0),
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Parent = optionsContainer,
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Size = new Float2(150, 22),
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Offsets = Margin.Zero,
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};
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var renameOptions = new EnumComboBox(typeof(RenameOptions))
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{
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Parent = optionsContainer,
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Value = (int)_renameOption,
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AnchorPreset = AnchorPresets.Custom,
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AnchorMin = new Float2(0.5f, 0f),
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AnchorMax = new Float2(1, 0),
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Size = new Float2(150, 22),
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Offsets = Margin.Zero,
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};
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var renameButton = new Button
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{
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Text = "Rename",
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AnchorPreset = AnchorPresets.TopLeft,
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Parent = container,
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};
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newNameTextBox.TextBoxEditEnd += textBox =>
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{
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_newActorsName = textBox.Text;
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};
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renameOptions.EnumValueChanged += combo =>
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{
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_renameOption = (RenameOptions)combo.Value;
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};
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newNameTextBox.Focus();
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newNameTextBox.KeyDown += k =>
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{
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if (k == KeyboardKeys.Return)
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{
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_newActorsName = newNameTextBox.Text;
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RenameActors();
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}
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};
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renameButton.Clicked += RenameActors;
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}
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private void RenameActors()
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{
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var renameUndoAction = new RenameUndoAction(_actorsToRename);
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Editor.Instance.SceneEditing.Undo.AddAction(renameUndoAction);
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renameUndoAction.NewNames = new string[_actorsToRename.Length];
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for (int i = 0; i < _actorsToRename.Length; i++)
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{
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var actor = _actorsToRename[i];
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if (!actor)
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continue;
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var newName = new StringBuilder(_newActorsName);
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if (_renameOption == RenameOptions.UsePrefix)
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{
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newName = new StringBuilder();
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newName.Append(i);
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newName.Append(_newActorsName);
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}
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else if (_renameOption == RenameOptions.UseSuffix)
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newName.Append(i.ToString());
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var newNameStr = newName.ToString();
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actor.Name = newNameStr;
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renameUndoAction.NewNames[i] = newNameStr;
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}
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Editor.Instance.Scene.MarkAllScenesEdited();
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Close();
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}
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/// <summary>
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/// Create an instance of the <see cref="RenameWindow"/> to rename actors and show the window.
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/// </summary>
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/// <param name="actorsToRename">All actors to rename</param>
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/// <param name="editor">The editor.</param>
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public static void Show(Actor[] actorsToRename, Editor editor)
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{
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// Can only one window opened.
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if (_currentOpenedWindow != null)
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_currentOpenedWindow.Close(ClosingReason.CloseEvent);
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_currentOpenedWindow = new RenameWindow(actorsToRename, editor);
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_currentOpenedWindow.ShowFloating(new Float2(300, 110));
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_currentOpenedWindow.RootWindow.Window.Closed += () =>
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{
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_currentOpenedWindow = null;
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};
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}
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}
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}
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@@ -146,10 +146,24 @@ namespace FlaxEditor.Windows
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private void Rename()
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{
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var selection = Editor.SceneEditing.Selection;
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if (selection.Count != 0 && selection[0] is ActorNode actor)
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var selectionCount = selection.Count;
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// Show a window with options to rename multiple actors.
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if (selectionCount > 1)
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{
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if (selection.Count != 0)
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Editor.SceneEditing.Select(actor);
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var selectedActors = new Actor[selectionCount];
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for (int i = 0; i < selectionCount; i++)
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if (selection[i] is ActorNode actorNode)
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selectedActors[i] = actorNode.Actor;
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RenameWindow.Show(selectedActors, Editor);
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return;
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}
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if (selectionCount != 0 && selection[0] is ActorNode actor)
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{
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Editor.SceneEditing.Select(actor);
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actor.TreeNode.StartRenaming(this, _sceneTreePanel);
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}
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}
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