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