Merge branch 'Tryibion-show-prefab-add-delete'

This commit is contained in:
Wojtek Figat
2025-08-28 23:48:33 +02:00
9 changed files with 156 additions and 10 deletions

View File

@@ -63,6 +63,11 @@ namespace FlaxEditor.CustomEditors
/// Indication of if the properties window is locked on specific objects.
/// </summary>
public bool LockSelection { get; set; }
/// <summary>
/// Gets the scene editing context.
/// </summary>
public ISceneEditingContext SceneContext { get; }
}
/// <summary>

View File

@@ -1,8 +1,5 @@
// Copyright (c) Wojciech Figat. All rights reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using FlaxEditor.Actions;
using FlaxEditor.CustomEditors.Editors;
using FlaxEditor.CustomEditors.Elements;
@@ -10,10 +7,14 @@ using FlaxEditor.GUI;
using FlaxEditor.GUI.ContextMenu;
using FlaxEditor.GUI.Tree;
using FlaxEditor.Scripting;
using FlaxEditor.Windows.Assets;
using FlaxEngine;
using FlaxEngine.GUI;
using FlaxEngine.Json;
using FlaxEngine.Utilities;
using System;
using System.Collections.Generic;
using System.Linq;
namespace FlaxEditor.CustomEditors.Dedicated
{
@@ -238,6 +239,12 @@ namespace FlaxEditor.CustomEditors.Dedicated
node.TextColor = Color.OrangeRed;
node.Text = Utilities.Utils.GetPropertyNameUI(removed.PrefabObject.GetType().Name);
}
// Removed Actor
else if (editor is RemovedActorDummy removedActor)
{
node.TextColor = Color.OrangeRed;
node.Text = $"{removedActor.PrefabObject.Name} ({Utilities.Utils.GetPropertyNameUI(removedActor.PrefabObject.GetType().Name)})";
}
// Actor or Script
else if (editor.Values[0] is SceneObject sceneObject)
{
@@ -293,11 +300,35 @@ namespace FlaxEditor.CustomEditors.Dedicated
// Not used
}
}
private class RemovedActorDummy : CustomEditor
{
/// <summary>
/// The removed prefab object (from the prefab default instance).
/// </summary>
public Actor PrefabObject;
/// <summary>
/// The prefab instance's parent.
/// </summary>
public Actor ParentActor;
/// <summary>
/// The order of the removed actor in the parent.
/// </summary>
public int OrderInParent;
/// <inheritdoc />
public override void Initialize(LayoutElementsContainer layout)
{
// Not used
}
}
private TreeNode ProcessDiff(CustomEditor editor, bool skipIfNotModified = true)
{
// Special case for new Script added to actor
if (editor.Values[0] is Script script && !script.HasPrefabLink)
// Special case for new Script or child actor added to actor
if ((editor.Values[0] is Script script && !script.HasPrefabLink) || (editor.Values[0] is Actor a && !a.HasPrefabLink))
return CreateDiffNode(editor);
// Skip if no change detected
@@ -357,6 +388,41 @@ namespace FlaxEditor.CustomEditors.Dedicated
}
}
// Compare child actors for removed actors.
if (editor is ActorEditor && editor.Values.HasReferenceValue && editor.Values.ReferenceValue is Actor prefabObjectActor)
{
var thisActor = editor.Values[0] as Actor;
for (int i = 0; i < prefabObjectActor.ChildrenCount; i++)
{
var prefabActorChild = prefabObjectActor.Children[i];
if (thisActor == null)
continue;
bool isRemoved = true;
for (int j = 0; j < thisActor.ChildrenCount; j++)
{
var actorChild = thisActor.Children[j];
if (actorChild.PrefabObjectID == prefabActorChild.PrefabObjectID)
{
isRemoved = false;
break;
}
}
if (isRemoved)
{
var dummy = new RemovedActorDummy
{
PrefabObject = prefabActorChild,
ParentActor = thisActor,
OrderInParent = prefabActorChild.OrderInParent,
};
var child = CreateDiffNode(dummy);
if (result == null)
result = CreateDiffNode(editor);
result.AddChild(child);
}
}
}
return result;
}
@@ -466,6 +532,22 @@ namespace FlaxEditor.CustomEditors.Dedicated
return;
}
// Special case for reverting removed Actors
if (editor is RemovedActorDummy removedActor)
{
Editor.Log("Reverting removed actor changes to prefab (adding it)");
var parentActor = removedActor.ParentActor;
var restored = parentActor.AddChild(removedActor.PrefabObject.GetType());
var prefabId = parentActor.PrefabID;
var prefabObjectId = removedActor.PrefabObject.PrefabObjectID;
string data = JsonSerializer.Serialize(removedActor.PrefabObject);
JsonSerializer.Deserialize(restored, data);
Presenter.Owner.SceneContext.Spawn(restored, parentActor, removedActor.OrderInParent);
Actor.Internal_LinkPrefab(FlaxEngine.Object.GetUnmanagedPtr(restored), ref prefabId, ref prefabObjectId);
return;
}
// Special case for new Script added to actor
if (editor.Values[0] is Script script && !script.HasPrefabLink)
{
@@ -477,6 +559,19 @@ namespace FlaxEditor.CustomEditors.Dedicated
return;
}
// Special case for new Actor added to actor
if (editor.Values[0] is Actor a && !a.HasPrefabLink)
{
Editor.Log("Reverting added actor changes to prefab (removing it)");
// TODO: Keep previous selection.
var context = Presenter.Owner.SceneContext;
context.Select(SceneGraph.SceneGraphFactory.FindNode(a.ID));
context.DeleteSelection();
return;
}
if (Presenter.Undo != null && Presenter.Undo.Enabled)
{

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@@ -1,8 +1,9 @@
// Copyright (c) Wojciech Figat. All rights reserved.
using System.Collections.Generic;
using FlaxEditor.SceneGraph;
using FlaxEditor.Viewport;
using FlaxEngine;
using System.Collections.Generic;
namespace FlaxEditor
{
@@ -39,9 +40,23 @@ namespace FlaxEditor
/// </summary>
void RenameSelection();
/// <summary>
/// Deletes selected objects.
/// </summary>
void DeleteSelection();
/// <summary>
/// Focuses selected objects.
/// </summary>
void FocusSelection();
/// <summary>
/// Spawns the specified actor to the game (with undo).
/// </summary>
/// <param name="actor">The actor.</param>
/// <param name="parent">The parent actor. Set null as default.</param>
/// <param name="orderInParent">The order under the parent to put the spawned actor.</param>
/// <param name="autoSelect">True if automatically select the spawned actor, otherwise false.</param>
void Spawn(Actor actor, Actor parent = null, int orderInParent = -1, bool autoSelect = true);
}
}

View File

@@ -175,7 +175,7 @@ namespace FlaxEditor.SceneGraph
public List<SceneGraphNode> Selection => SceneContext.Selection;
/// <summary>
/// Gets the list of selected scene graph nodes in the editor context.
/// Gets the scene editing context.
/// </summary>
public abstract ISceneEditingContext SceneContext { get; }
}

View File

@@ -641,5 +641,8 @@ namespace FlaxEditor.Windows.Assets
/// <inheritdoc />
public bool LockSelection { get; set; }
/// <inheritdoc />
public ISceneEditingContext SceneContext => null;
}
}

View File

@@ -430,6 +430,12 @@ namespace FlaxEditor.Windows.Assets
}
}
/// <inheritdoc />
public void DeleteSelection()
{
Delete();
}
/// <inheritdoc />
public void FocusSelection()
{
@@ -488,7 +494,8 @@ namespace FlaxEditor.Windows.Assets
/// <param name="actor">The actor.</param>
/// <param name="parent">The parent.</param>
/// <param name="orderInParent">The order of the actor under the parent.</param>
public void Spawn(Actor actor, Actor parent, int orderInParent = -1)
/// <param name="autoSelect">True if automatically select the spawned actor, otherwise false.</param>
public void Spawn(Actor actor, Actor parent, int orderInParent = -1, bool autoSelect = true)
{
if (actor == null)
throw new ArgumentNullException(nameof(actor));
@@ -514,8 +521,11 @@ namespace FlaxEditor.Windows.Assets
// Create undo action
var action = new CustomDeleteActorsAction(new List<SceneGraphNode>(1) { actorNode }, true);
Undo.AddAction(action);
Focus();
Select(actorNode);
if (autoSelect)
{
Focus();
Select(actorNode);
}
}
private void OnTreeRightClick(TreeNode node, Float2 location)

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@@ -91,6 +91,9 @@ namespace FlaxEditor.Windows.Assets
}
}
/// <inheritdoc />
public ISceneEditingContext SceneContext => this;
/// <summary>
/// Gets or sets a value indicating whether use live reloading for the prefab changes (applies prefab changes on modification by auto).
/// </summary>

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@@ -58,6 +58,9 @@ namespace FlaxEditor.Windows
}
}
/// <inheritdoc />
public ISceneEditingContext SceneContext => Editor.Windows.EditWin;
/// <summary>
/// Initializes a new instance of the <see cref="PropertiesWindow"/> class.
/// </summary>

View File

@@ -26,12 +26,24 @@ namespace FlaxEditor.Windows
FlaxEditor.Utilities.Utils.SetupCommonInputActions(this);
}
/// <inheritdoc />
public void DeleteSelection()
{
Editor.SceneEditing.Delete();
}
/// <inheritdoc />
public void FocusSelection()
{
Editor.Windows.EditWin.Viewport.FocusSelection();
}
/// <inheritdoc />
public void Spawn(Actor actor, Actor parent = null, int orderInParent = -1, bool autoSelect = true)
{
Editor.SceneEditing.Spawn(actor, parent, orderInParent, autoSelect);
}
/// <inheritdoc />
public EditorViewport Viewport => Editor.Windows.EditWin.Viewport;