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284
Source/Editor/SceneGraph/ActorNode.cs
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284
Source/Editor/SceneGraph/ActorNode.cs
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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
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using System;
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using System.Collections.Generic;
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using FlaxEditor.SceneGraph.Actors;
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using FlaxEditor.SceneGraph.GUI;
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using FlaxEditor.Windows;
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using FlaxEngine;
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namespace FlaxEditor.SceneGraph
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{
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/// <summary>
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/// A tree node used to visualize scene actors structure in <see cref="SceneTreeWindow"/>. It's a ViewModel object for <see cref="Actor"/>.
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/// It's part of the Scene Graph.
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/// </summary>
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/// <seealso cref="SceneGraphNode" />
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/// <seealso cref="Actor" />
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[HideInEditor]
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public class ActorNode : SceneGraphNode
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{
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/// <summary>
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/// The linked actor object.
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/// </summary>
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protected readonly Actor _actor;
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/// <summary>
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/// The tree node used to present hierarchy structure in GUI.
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/// </summary>
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protected readonly ActorTreeNode _treeNode;
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/// <summary>
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/// Gets the actor.
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/// </summary>
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public Actor Actor => _actor;
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/// <summary>
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/// Gets the tree node (part of the GUI).
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/// </summary>
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public ActorTreeNode TreeNode => _treeNode;
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/// <summary>
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/// The actor child nodes used to represent special parts of the actor (meshes, links, surfaces).
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/// </summary>
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public readonly List<ActorChildNode> ActorChildNodes = new List<ActorChildNode>();
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/// <summary>
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/// Initializes a new instance of the <see cref="ActorNode"/> class.
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/// </summary>
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/// <param name="actor">The actor.</param>
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public ActorNode(Actor actor)
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: base(actor.ID)
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{
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_actor = actor;
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_treeNode = new ActorTreeNode();
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_treeNode.LinkNode(this);
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="ActorNode"/> class.
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/// </summary>
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/// <param name="actor">The actor.</param>
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/// <param name="treeNode">The custom tree node.</param>
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protected ActorNode(Actor actor, ActorTreeNode treeNode)
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: base(actor.ID)
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{
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_actor = actor;
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_treeNode = treeNode;
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_treeNode.LinkNode(this);
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}
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internal ActorNode(Actor actor, Guid id)
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: base(id)
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{
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_actor = actor;
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_treeNode = new ActorTreeNode();
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_treeNode.LinkNode(this);
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}
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/// <summary>
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/// Tries to find the tree node for the specified actor.
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/// </summary>
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/// <param name="actor">The actor.</param>
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/// <returns>Tree node or null if cannot find it.</returns>
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public ActorNode Find(Actor actor)
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{
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// Check itself
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if (_actor == actor)
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return this;
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// Check deeper
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for (int i = 0; i < ChildNodes.Count; i++)
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{
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if (ChildNodes[i] is ActorNode node)
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{
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var result = node.Find(actor);
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if (result != null)
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return result;
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}
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}
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return null;
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}
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/// <summary>
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/// Adds the child node.
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/// </summary>
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/// <param name="node">The node.</param>
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/// <returns>The node</returns>
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public ActorChildNode AddChildNode(ActorChildNode node)
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{
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ActorChildNodes.Add(node);
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node.ParentNode = this;
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return node;
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}
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/// <summary>
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/// Disposes the child nodes.
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/// </summary>
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public void DisposeChildNodes()
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{
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// Send event to root so if any of this child nodes is selected we can handle it
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var root = Root;
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if (root != null)
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{
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root.OnActorChildNodesDispose(this);
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}
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for (int i = 0; i < ActorChildNodes.Count; i++)
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ActorChildNodes[i].Dispose();
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ActorChildNodes.Clear();
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}
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/// <summary>
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/// Tries to find the tree node for the specified actor in child nodes collection.
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/// </summary>
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/// <param name="actor">The actor.</param>
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/// <returns>Tree node or null if cannot find it.</returns>
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public ActorNode FindChildActor(Actor actor)
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{
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for (int i = 0; i < ChildNodes.Count; i++)
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{
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if (ChildNodes[i] is ActorNode node && node.Actor == actor)
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{
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return node;
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}
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}
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return null;
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}
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/// <summary>
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/// Gets a value indicating whether this actor can be used to create prefab from it (as a root).
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/// </summary>
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public virtual bool CanCreatePrefab => (Actor.HideFlags & HideFlags.DontSave) != HideFlags.DontSave;
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/// <summary>
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/// Gets a value indicating whether this actor has a valid linkage to the prefab asset.
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/// </summary>
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public virtual bool HasPrefabLink => Actor.HasPrefabLink;
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/// <inheritdoc />
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public override string Name => _actor.Name;
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/// <inheritdoc />
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public override SceneNode ParentScene
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{
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get
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{
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var scene = _actor.Scene;
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return scene != null ? SceneGraphFactory.FindNode(scene.ID) as SceneNode : null;
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}
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}
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/// <inheritdoc />
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public override bool CanTransform => (_actor.StaticFlags & StaticFlags.Transform) == 0;
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/// <inheritdoc />
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public override bool CanCopyPaste => (_actor.HideFlags & HideFlags.HideInHierarchy) == 0;
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/// <inheritdoc />
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public override bool IsActive => _actor.IsActive;
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/// <inheritdoc />
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public override bool IsActiveInHierarchy => _actor.IsActiveInHierarchy;
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/// <inheritdoc />
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public override int OrderInParent
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{
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get => _actor.OrderInParent;
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set => _actor.OrderInParent = value;
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}
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/// <inheritdoc />
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public override Transform Transform
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{
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get => _actor.Transform;
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set => _actor.Transform = value;
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}
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/// <inheritdoc />
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public override SceneGraphNode ParentNode
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{
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set
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{
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if (!(value is ActorNode))
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throw new InvalidOperationException("ActorNode can have only ActorNode as a parent node.");
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base.ParentNode = value;
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}
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}
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/// <inheritdoc />
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public override object EditableObject => _actor;
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/// <inheritdoc />
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public override SceneGraphNode RayCast(ref RayCastData ray, out float distance, out Vector3 normal)
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{
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var hit = base.RayCast(ref ray, out distance, out normal);
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// Skip actors that should not be selected
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if (hit != null && _actor != null && (_actor.HideFlags & HideFlags.DontSelect) == HideFlags.DontSelect)
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{
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hit = ParentNode;
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}
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return hit;
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}
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/// <inheritdoc />
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public override bool RayCastSelf(ref RayCastData ray, out float distance, out Vector3 normal)
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{
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return _actor.IntersectsItself(ray.Ray, out distance, out normal);
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}
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/// <inheritdoc />
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public override void OnDebugDraw(ViewportDebugDrawData data)
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{
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data.Add(_actor);
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}
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/// <inheritdoc />
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public override void Delete()
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{
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FlaxEngine.Object.Destroy(_actor);
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}
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/// <summary>
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/// Action called after spawning actor in editor (via drag to viewport, with toolbox, etc.).
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/// Can be used to tweak default values of the actor.
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/// </summary>
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public virtual void PostSpawn()
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{
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}
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/// <inheritdoc />
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protected override void OnParentChanged()
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{
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// Update UI node connections
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_treeNode.Parent = (ParentNode as ActorNode)?.TreeNode;
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// Check if it's a new node and parent has been already ready
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// (eg. we build new node for spawned actor and link it to the game)
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if (_treeNode.Parent != null && !_treeNode.Parent.IsLayoutLocked)
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{
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_treeNode.Parent.SortChildren();
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// Update UI
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_treeNode.IsLayoutLocked = false;
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_treeNode.PerformLayout();
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}
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base.OnParentChanged();
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}
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/// <inheritdoc />
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public override void Dispose()
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{
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// Cleanup UI
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_treeNode.Dispose();
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base.Dispose();
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}
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}
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}
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