Remove deprecated and unused ISceneObject and ITransformable

This commit is contained in:
Wojtek Figat
2021-02-15 12:09:46 +01:00
parent b6557cb15c
commit 788907f3b1
8 changed files with 8 additions and 60 deletions

View File

@@ -624,7 +624,7 @@ namespace FlaxEditor.CustomEditors
return FindPrefabRoot(actor.Parent);
}
private ISceneObject FindObjectWithPrefabObjectId(Actor actor, ref Guid prefabObjectId)
private SceneObject FindObjectWithPrefabObjectId(Actor actor, ref Guid prefabObjectId)
{
if (actor.PrefabObjectID == prefabObjectId)
return actor;
@@ -667,7 +667,7 @@ namespace FlaxEditor.CustomEditors
{
// Special case for object references
// If prefab object has reference to other object in prefab needs to revert to matching prefab instance object not the reference prefab object value
if (Values.ReferenceValue is ISceneObject referenceSceneObject && referenceSceneObject.HasPrefabLink)
if (Values.ReferenceValue is SceneObject referenceSceneObject && referenceSceneObject.HasPrefabLink)
{
if (Values.Count > 1)
{

View File

@@ -206,7 +206,7 @@ namespace FlaxEditor.CustomEditors.Dedicated
node.Text = CustomEditorsUtil.GetPropertyNameUI(removed.PrefabObject.GetType().Name);
}
// Actor or Script
else if (editor.Values[0] is ISceneObject sceneObject)
else if (editor.Values[0] is SceneObject sceneObject)
{
node.TextColor = sceneObject.HasPrefabLink ? FlaxEngine.GUI.Style.Current.ProgressNormal : FlaxEngine.GUI.Style.Current.BackgroundSelected;
node.Text = CustomEditorsUtil.GetPropertyNameUI(sceneObject.GetType().Name);

View File

@@ -167,14 +167,14 @@ namespace FlaxEditor.CustomEditors
{
if (_hasReferenceValue)
{
if (_referenceValue is ISceneObject referenceSceneObject && referenceSceneObject.HasPrefabLink)
if (_referenceValue is SceneObject referenceSceneObject && referenceSceneObject.HasPrefabLink)
{
for (int i = 0; i < Count; i++)
{
if (this[i] == referenceSceneObject)
continue;
if (this[i] == null || (this[i] is ISceneObject valueSceneObject && valueSceneObject.PrefabObjectID != referenceSceneObject.PrefabObjectID))
if (this[i] == null || (this[i] is SceneObject valueSceneObject && valueSceneObject.PrefabObjectID != referenceSceneObject.PrefabObjectID))
return true;
}
}

View File

@@ -15,7 +15,7 @@ namespace FlaxEditor.SceneGraph
/// A <see cref="SceneModule"/> class is responsible for Scene Graph management.
/// </summary>
[HideInEditor]
public abstract class SceneGraphNode : ITransformable
public abstract class SceneGraphNode
{
/// <summary>
/// The parent node.

View File

@@ -1,37 +0,0 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
using System;
namespace FlaxEngine
{
/// <summary>
/// Interface for scene objects that unifies various properties used across actors and scripts.
/// </summary>
public interface ISceneObject
{
/// <summary>
/// Gets the scene object which contains this object.
/// </summary>
Scene Scene { get; }
/// <summary>
/// Gets a value indicating whether this object has a valid linkage to the prefab asset.
/// </summary>
bool HasPrefabLink { get; }
/// <summary>
/// Gets the prefab asset ID. Empty if no prefab link exists.
/// </summary>
Guid PrefabID { get; }
/// <summary>
/// Gets the ID of the object within a object that is used for synchronization with this object. Empty if no prefab link exists.
/// </summary>
Guid PrefabObjectID { get; }
/// <summary>
/// Breaks the prefab linkage for this object (including all children).
/// </summary>
void BreakPrefabLink();
}
}

View File

@@ -1,15 +0,0 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
namespace FlaxEngine
{
/// <summary>
/// Interface for objects that can be transformed.
/// </summary>
public interface ITransformable
{
/// <summary>
/// Gets or sets the transform.
/// </summary>
Transform Transform { get; set; }
}
}

View File

@@ -4,7 +4,7 @@ using System;
namespace FlaxEngine
{
partial class Actor : ITransformable, ISceneObject
partial class Actor
{
/// <summary>
/// Returns true if object is fully static on the scene, otherwise false.

View File

@@ -2,7 +2,7 @@
namespace FlaxEngine
{
partial class Script : ISceneObject
partial class Script
{
/// <summary>
/// Gets the scene object which contains this script.