Merge branch 'Tryibion-show-prefab-add-delete'
This commit is contained in:
@@ -63,6 +63,11 @@ namespace FlaxEditor.CustomEditors
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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 LockSelection { get; set; }
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/// <summary>
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/// Gets the scene editing context.
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/// </summary>
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public ISceneEditingContext SceneContext { get; }
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}
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/// <summary>
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@@ -1,8 +1,5 @@
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// Copyright (c) Wojciech Figat. All rights reserved.
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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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@@ -10,10 +7,14 @@ 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.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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using FlaxEngine.Utilities;
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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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namespace FlaxEditor.CustomEditors.Dedicated
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{
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@@ -238,6 +239,12 @@ namespace FlaxEditor.CustomEditors.Dedicated
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node.TextColor = Color.OrangeRed;
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node.Text = Utilities.Utils.GetPropertyNameUI(removed.PrefabObject.GetType().Name);
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}
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// Removed Actor
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else if (editor is RemovedActorDummy removedActor)
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{
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node.TextColor = Color.OrangeRed;
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node.Text = $"{removedActor.PrefabObject.Name} ({Utilities.Utils.GetPropertyNameUI(removedActor.PrefabObject.GetType().Name)})";
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}
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// Actor or Script
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else if (editor.Values[0] is SceneObject sceneObject)
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{
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@@ -293,11 +300,35 @@ namespace FlaxEditor.CustomEditors.Dedicated
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// Not used
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}
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}
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private class RemovedActorDummy : CustomEditor
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{
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/// <summary>
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/// The removed prefab object (from the prefab default instance).
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/// </summary>
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public Actor PrefabObject;
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/// <summary>
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/// The prefab instance's parent.
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/// </summary>
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public Actor ParentActor;
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/// <summary>
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/// The order of the removed actor in the parent.
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/// </summary>
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public int OrderInParent;
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/// <inheritdoc />
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public override void Initialize(LayoutElementsContainer layout)
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{
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// Not used
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}
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}
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private TreeNode ProcessDiff(CustomEditor editor, bool skipIfNotModified = true)
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{
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// Special case for new Script added to actor
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if (editor.Values[0] is Script script && !script.HasPrefabLink)
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// Special case for new Script or child actor added to actor
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if ((editor.Values[0] is Script script && !script.HasPrefabLink) || (editor.Values[0] is Actor a && !a.HasPrefabLink))
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return CreateDiffNode(editor);
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// Skip if no change detected
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@@ -357,6 +388,41 @@ namespace FlaxEditor.CustomEditors.Dedicated
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}
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}
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// Compare child actors for removed actors.
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if (editor is ActorEditor && editor.Values.HasReferenceValue && editor.Values.ReferenceValue is Actor prefabObjectActor)
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{
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var thisActor = editor.Values[0] as Actor;
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for (int i = 0; i < prefabObjectActor.ChildrenCount; i++)
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{
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var prefabActorChild = prefabObjectActor.Children[i];
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if (thisActor == null)
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continue;
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bool isRemoved = true;
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for (int j = 0; j < thisActor.ChildrenCount; j++)
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{
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var actorChild = thisActor.Children[j];
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if (actorChild.PrefabObjectID == prefabActorChild.PrefabObjectID)
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{
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isRemoved = false;
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break;
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}
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}
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if (isRemoved)
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{
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var dummy = new RemovedActorDummy
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{
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PrefabObject = prefabActorChild,
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ParentActor = thisActor,
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OrderInParent = prefabActorChild.OrderInParent,
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};
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var child = CreateDiffNode(dummy);
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if (result == null)
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result = CreateDiffNode(editor);
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result.AddChild(child);
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}
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}
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}
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return result;
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}
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@@ -466,6 +532,22 @@ namespace FlaxEditor.CustomEditors.Dedicated
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return;
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}
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// Special case for reverting removed Actors
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if (editor is RemovedActorDummy removedActor)
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{
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Editor.Log("Reverting removed actor changes to prefab (adding it)");
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var parentActor = removedActor.ParentActor;
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var restored = parentActor.AddChild(removedActor.PrefabObject.GetType());
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var prefabId = parentActor.PrefabID;
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var prefabObjectId = removedActor.PrefabObject.PrefabObjectID;
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string data = JsonSerializer.Serialize(removedActor.PrefabObject);
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JsonSerializer.Deserialize(restored, data);
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Presenter.Owner.SceneContext.Spawn(restored, parentActor, removedActor.OrderInParent);
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Actor.Internal_LinkPrefab(FlaxEngine.Object.GetUnmanagedPtr(restored), ref prefabId, ref prefabObjectId);
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return;
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}
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// Special case for new Script added to actor
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if (editor.Values[0] is Script script && !script.HasPrefabLink)
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{
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@@ -477,6 +559,19 @@ namespace FlaxEditor.CustomEditors.Dedicated
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return;
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}
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// Special case for new Actor added to actor
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if (editor.Values[0] is Actor a && !a.HasPrefabLink)
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{
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Editor.Log("Reverting added actor changes to prefab (removing it)");
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// TODO: Keep previous selection.
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var context = Presenter.Owner.SceneContext;
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context.Select(SceneGraph.SceneGraphFactory.FindNode(a.ID));
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context.DeleteSelection();
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return;
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}
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if (Presenter.Undo != null && Presenter.Undo.Enabled)
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{
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@@ -1,8 +1,9 @@
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// Copyright (c) Wojciech Figat. All rights reserved.
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using System.Collections.Generic;
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using FlaxEditor.SceneGraph;
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using FlaxEditor.Viewport;
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using FlaxEngine;
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using System.Collections.Generic;
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namespace FlaxEditor
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{
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@@ -39,9 +40,23 @@ namespace FlaxEditor
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/// </summary>
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void RenameSelection();
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/// <summary>
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/// Deletes selected objects.
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/// </summary>
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void DeleteSelection();
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/// <summary>
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/// Focuses selected objects.
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/// </summary>
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void FocusSelection();
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/// <summary>
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/// Spawns the specified actor to the game (with undo).
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/// </summary>
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/// <param name="actor">The actor.</param>
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/// <param name="parent">The parent actor. Set null as default.</param>
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/// <param name="orderInParent">The order under the parent to put the spawned actor.</param>
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/// <param name="autoSelect">True if automatically select the spawned actor, otherwise false.</param>
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void Spawn(Actor actor, Actor parent = null, int orderInParent = -1, bool autoSelect = true);
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}
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}
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@@ -175,7 +175,7 @@ namespace FlaxEditor.SceneGraph
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public List<SceneGraphNode> Selection => SceneContext.Selection;
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/// <summary>
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/// Gets the list of selected scene graph nodes in the editor context.
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/// Gets the scene editing context.
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/// </summary>
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public abstract ISceneEditingContext SceneContext { get; }
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}
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@@ -641,5 +641,8 @@ namespace FlaxEditor.Windows.Assets
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/// <inheritdoc />
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public bool LockSelection { get; set; }
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/// <inheritdoc />
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public ISceneEditingContext SceneContext => null;
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}
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}
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@@ -430,6 +430,12 @@ namespace FlaxEditor.Windows.Assets
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}
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}
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/// <inheritdoc />
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public void DeleteSelection()
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{
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Delete();
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}
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/// <inheritdoc />
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public void FocusSelection()
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{
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@@ -488,7 +494,8 @@ namespace FlaxEditor.Windows.Assets
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/// <param name="actor">The actor.</param>
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/// <param name="parent">The parent.</param>
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/// <param name="orderInParent">The order of the actor under the parent.</param>
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public void Spawn(Actor actor, Actor parent, int orderInParent = -1)
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/// <param name="autoSelect">True if automatically select the spawned actor, otherwise false.</param>
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public void Spawn(Actor actor, Actor parent, int orderInParent = -1, bool autoSelect = true)
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{
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if (actor == null)
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throw new ArgumentNullException(nameof(actor));
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@@ -514,8 +521,11 @@ namespace FlaxEditor.Windows.Assets
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// Create undo action
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var action = new CustomDeleteActorsAction(new List<SceneGraphNode>(1) { actorNode }, true);
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Undo.AddAction(action);
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Focus();
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Select(actorNode);
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if (autoSelect)
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{
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Focus();
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Select(actorNode);
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}
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}
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private void OnTreeRightClick(TreeNode node, Float2 location)
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@@ -91,6 +91,9 @@ namespace FlaxEditor.Windows.Assets
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}
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}
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/// <inheritdoc />
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public ISceneEditingContext SceneContext => this;
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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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@@ -58,6 +58,9 @@ namespace FlaxEditor.Windows
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}
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}
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/// <inheritdoc />
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public ISceneEditingContext SceneContext => Editor.Windows.EditWin;
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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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@@ -26,12 +26,24 @@ namespace FlaxEditor.Windows
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FlaxEditor.Utilities.Utils.SetupCommonInputActions(this);
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}
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/// <inheritdoc />
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public void DeleteSelection()
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{
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Editor.SceneEditing.Delete();
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}
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/// <inheritdoc />
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public void FocusSelection()
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{
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Editor.Windows.EditWin.Viewport.FocusSelection();
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}
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/// <inheritdoc />
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public void Spawn(Actor actor, Actor parent = null, int orderInParent = -1, bool autoSelect = true)
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{
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Editor.SceneEditing.Spawn(actor, parent, orderInParent, autoSelect);
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}
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/// <inheritdoc />
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public EditorViewport Viewport => Editor.Windows.EditWin.Viewport;
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