Fix incorrect array marshalling in few Editor methods

This commit is contained in:
2022-12-13 20:24:39 +02:00
parent ff438a6219
commit 551c58db4f
4 changed files with 18 additions and 12 deletions

View File

@@ -236,7 +236,7 @@ namespace FlaxEditor.Windows.Assets
_collisionWiresModel = FlaxEngine.Content.CreateVirtualAsset<Model>();
_collisionWiresModel.SetupLODs(new[] { 1 });
}
Editor.Internal_GetCollisionWires(FlaxEngine.Object.GetUnmanagedPtr(Asset), out var triangles, out var indices);
Editor.Internal_GetCollisionWires(FlaxEngine.Object.GetUnmanagedPtr(Asset), out var triangles, out var indices, out var _, out var _);
if (triangles != null && indices != null)
_collisionWiresModel.LODs[0].Meshes[0].UpdateMesh(triangles, indices);
else

View File

@@ -818,7 +818,7 @@ namespace FlaxEditor.Windows.Assets
var state = (BreakpointHangState)Editor.Instance.Simulation.BreakpointHangTag;
if (state.Locals == null)
{
state.Locals = Editor.Internal_GetVisualScriptLocals();
state.Locals = Editor.Internal_GetVisualScriptLocals(out var _);
Editor.Instance.Simulation.BreakpointHangTag = state;
}
return state;
@@ -829,7 +829,7 @@ namespace FlaxEditor.Windows.Assets
var state = (BreakpointHangState)Editor.Instance.Simulation.BreakpointHangTag;
if (state.StackFrames == null)
{
state.StackFrames = Editor.Internal_GetVisualScriptStackFrames();
state.StackFrames = Editor.Internal_GetVisualScriptStackFrames(out var _);
Editor.Instance.Simulation.BreakpointHangTag = state;
}
return state;