Clean up code more.

This commit is contained in:
Chandler Cox
2024-07-19 07:59:57 -05:00
parent d717430256
commit 8a297a6fd4

View File

@@ -1043,7 +1043,6 @@ bool Level::loadScene(rapidjson_flax::Value& data, int32 engineBuild, Scene** ou
child->RegisterObject(); child->RegisterObject();
} }
} }
sceneObjects->Resize(dataCount + injectedSceneChildren.Count());
// Synchronize prefab instances (prefab may have objects removed or reordered so deserialized instances need to synchronize with it) // Synchronize prefab instances (prefab may have objects removed or reordered so deserialized instances need to synchronize with it)
// TODO: resave and force sync scenes during game cooking so this step could be skipped in game // TODO: resave and force sync scenes during game cooking so this step could be skipped in game
@@ -1061,7 +1060,7 @@ bool Level::loadScene(rapidjson_flax::Value& data, int32 engineBuild, Scene** ou
PROFILE_CPU_NAMED("Initialize"); PROFILE_CPU_NAMED("Initialize");
SceneObject** objects = sceneObjects->Get(); SceneObject** objects = sceneObjects->Get();
for (int32 i = 0; i < dataCount + injectedSceneChildren.Count(); i++) for (int32 i = 0; i < sceneObjects->Count(); i++)
{ {
SceneObject* obj = objects[i]; SceneObject* obj = objects[i];
if (obj) if (obj)