Merge branch 'lock-selection' of https://github.com/Tryibion/FlaxEngine into Tryibion-lock-selection
This commit is contained in:
@@ -2,6 +2,7 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using FlaxEditor.Actions;
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using FlaxEditor.CustomEditors.Editors;
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using FlaxEditor.CustomEditors.Elements;
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@@ -9,6 +10,8 @@ using FlaxEditor.GUI;
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using FlaxEditor.GUI.ContextMenu;
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using FlaxEditor.GUI.Tree;
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using FlaxEditor.Scripting;
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using FlaxEditor.Windows;
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using FlaxEditor.Windows.Assets;
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using FlaxEngine;
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using FlaxEngine.GUI;
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using FlaxEngine.Json;
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@@ -111,6 +114,38 @@ namespace FlaxEditor.CustomEditors.Dedicated
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var actor = (Actor)Values[0];
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var scriptType = TypeUtils.GetType(actor.TypeName);
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var item = scriptType.ContentItem;
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if (Presenter.Owner is PropertiesWindow propertiesWindow)
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{
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var lockButton = cm.AddButton(propertiesWindow.LockObjects ? "Unlock" : "Lock");
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lockButton.ButtonClicked += button =>
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{
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propertiesWindow.LockObjects = !propertiesWindow.LockObjects;
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// Reselect current selection
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if (!propertiesWindow.LockObjects && Editor.Instance.SceneEditing.SelectionCount > 0)
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{
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var cachedSelection = Editor.Instance.SceneEditing.Selection.ToArray();
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Editor.Instance.SceneEditing.Select(null);
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Editor.Instance.SceneEditing.Select(cachedSelection);
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}
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};
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}
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else if (Presenter.Owner is PrefabWindow prefabWindow)
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{
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var lockButton = cm.AddButton(prefabWindow.LockSelectedObjects ? "Unlock" : "Lock");
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lockButton.ButtonClicked += button =>
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{
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prefabWindow.LockSelectedObjects = !prefabWindow.LockSelectedObjects;
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// Reselect current selection
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if (!prefabWindow.LockSelectedObjects && prefabWindow.Selection.Count > 0)
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{
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var cachedSelection = prefabWindow.Selection.ToList();
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prefabWindow.Select(null);
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prefabWindow.Select(cachedSelection);
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}
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};
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}
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cm.AddButton("Copy ID", OnClickCopyId);
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cm.AddButton("Edit actor type", OnClickEditActorType).Enabled = item != null;
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var showButton = cm.AddButton("Show in content window", OnClickShowActorType);
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@@ -54,6 +54,9 @@ namespace FlaxEditor.Windows.Assets
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/// <param name="before">The selection before the change.</param>
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public void OnSelectionChanged(SceneGraphNode[] before)
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{
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if (LockSelectedObjects)
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return;
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Undo.AddAction(new SelectionChangeAction(before, Selection.ToArray(), OnSelectionUndo));
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OnSelectionChanges();
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@@ -68,6 +68,11 @@ namespace FlaxEditor.Windows.Assets
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/// </summary>
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public readonly LocalSceneGraph Graph;
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/// <summary>
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/// Indication of if the prefab window selection is locked on specific objects.
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/// </summary>
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public bool LockSelectedObjects = false;
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/// <summary>
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/// Gets or sets a value indicating whether use live reloading for the prefab changes (applies prefab changes on modification by auto).
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/// </summary>
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@@ -37,6 +37,11 @@ namespace FlaxEditor.Windows
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/// </summary>
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public bool UIPivotRelative = true;
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/// <summary>
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/// Indication of if the properties window is locked on specific objects.
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/// </summary>
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public bool LockObjects = false;
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/// <summary>
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/// Initializes a new instance of the <see cref="PropertiesWindow"/> class.
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/// </summary>
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@@ -62,6 +67,9 @@ namespace FlaxEditor.Windows
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private void OnSelectionChanged()
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{
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if (LockObjects)
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return;
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// Update selected objects
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// TODO: use cached collection for less memory allocations
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undoRecordObjects = Editor.SceneEditing.Selection.ConvertAll(x => x.UndoRecordObject).Distinct();
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