Fixes for actor converting feature

This commit is contained in:
Wojtek Figat
2021-02-18 10:35:24 +01:00
parent f8290ea0c1
commit 96846ea255

View File

@@ -195,6 +195,55 @@ namespace FlaxEditor.Modules
OnSelectionChanged();
}
private void OnDirty(Actor actor)
{
var options = Editor.Options.Options;
var isPlayMode = Editor.StateMachine.IsPlayMode;
// Auto CSG mesh rebuild
if (!isPlayMode && options.General.AutoRebuildCSG)
{
if (actor is BoxBrush && actor.Scene)
actor.Scene.BuildCSG(options.General.AutoRebuildCSGTimeoutMs);
}
// Auto NavMesh rebuild
if (!isPlayMode && options.General.AutoRebuildNavMesh && actor.Scene && (actor.StaticFlags & StaticFlags.Navigation) == StaticFlags.Navigation)
{
var bounds = actor.BoxWithChildren;
Navigation.BuildNavMesh(actor.Scene, bounds, options.General.AutoRebuildNavMeshTimeoutMs);
}
}
private void OnDirty(IEnumerable<SceneGraphNode> objects)
{
var options = Editor.Options.Options;
var isPlayMode = Editor.StateMachine.IsPlayMode;
// Auto CSG mesh rebuild
if (!isPlayMode && options.General.AutoRebuildCSG)
{
foreach (var obj in objects)
{
if (obj is ActorNode node && node.Actor is BoxBrush)
node.Actor.Scene.BuildCSG(options.General.AutoRebuildCSGTimeoutMs);
}
}
// Auto NavMesh rebuild
if (!isPlayMode && options.General.AutoRebuildNavMesh)
{
foreach (var obj in objects)
{
if (obj is ActorNode node && node.Actor.Scene && (node.Actor.StaticFlags & StaticFlags.Navigation) == StaticFlags.Navigation)
{
var bounds = node.Actor.BoxWithChildren;
Navigation.BuildNavMesh(node.Actor.Scene, bounds, options.General.AutoRebuildNavMeshTimeoutMs);
}
}
}
}
/// <summary>
/// Spawns the specified actor to the game (with undo).
/// </summary>
@@ -242,21 +291,7 @@ namespace FlaxEditor.Modules
SpawnEnd?.Invoke();
var options = Editor.Options.Options;
// Auto CSG mesh rebuild
if (!isPlayMode && options.General.AutoRebuildCSG)
{
if (actor is BoxBrush && actor.Scene)
actor.Scene.BuildCSG(options.General.AutoRebuildCSGTimeoutMs);
}
// Auto NavMesh rebuild
if (!isPlayMode && options.General.AutoRebuildNavMesh && actor.Scene && (actor.StaticFlags & StaticFlags.Navigation) == StaticFlags.Navigation)
{
var bounds = actor.BoxWithChildren;
Navigation.BuildNavMesh(actor.Scene, bounds, options.General.AutoRebuildNavMeshTimeoutMs);
}
OnDirty(actor);
}
/// <summary>
@@ -271,35 +306,45 @@ namespace FlaxEditor.Modules
if (Level.IsAnySceneLoaded == false)
throw new InvalidOperationException("Cannot spawn actor when no scene is loaded.");
var actionList = new List<IUndoAction>();
var actionList = new IUndoAction[4];
Actor old = ((ActorNode)Editor.SceneEditing.Selection[0]).Actor;
Actor actor = (Actor)FlaxEngine.Object.New(to);
var parent = old.Parent;
var orderInParent = old.OrderInParent;
actionList.Add(new SelectionChangeAction(Selection.ToArray(), new SceneGraphNode[0], OnSelectionUndo));
SelectionDeleteBegin?.Invoke();
actionList[0] = new SelectionChangeAction(Selection.ToArray(), new SceneGraphNode[0], OnSelectionUndo);
actionList[0].Do();
actionList.Add(new DeleteActorsAction(new List<SceneGraphNode>
actionList[1] = new DeleteActorsAction(new List<SceneGraphNode>
{
Editor.Instance.Scene.GetActorNode(old)
}));
SelectionDeleteBegin?.Invoke();
});
actionList[1].Do();
SelectionDeleteEnd?.Invoke();
bool isPlayMode = Editor.StateMachine.IsPlayMode;
SpawnBegin?.Invoke();
// Copy properties
actor.Transform = old.Transform;
if (old.Parent != null)
actor.Parent = old.Parent;
actor.StaticFlags = old.StaticFlags;
actor.HideFlags = old.HideFlags;
actor.Layer = old.Layer;
actor.Tag = old.Tag;
actor.Name = old.Name;
actor.IsActive = old.IsActive;
for (var i = old.ScriptsCount - 1; i >=0; i--)
// Spawn actor
Level.SpawnActor(actor, parent);
if (parent != null)
actor.OrderInParent = orderInParent;
if (Editor.StateMachine.IsPlayMode)
actor.StaticFlags = StaticFlags.None;
// Move children
for (var i = old.ScriptsCount - 1; i >= 0; i--)
{
var script = old.Scripts[i];
script.Actor = actor;
@@ -310,46 +355,30 @@ namespace FlaxEditor.Modules
{
old.Children[i].Parent = actor;
}
Level.SpawnActor(actor, actor.Parent);
if (isPlayMode)
actor.StaticFlags = StaticFlags.None;
var actorNode = Editor.Instance.Scene.GetActorNode(actor);
if (actorNode == null)
throw new InvalidOperationException("Failed to create scene node for the spawned actor.");
actorNode.PostSpawn();
Editor.Scene.MarkSceneEdited(actor.Scene);
actionList.Add(new DeleteActorsAction(new List<SceneGraphNode>
actionList[2] = new DeleteActorsAction(new List<SceneGraphNode>
{
actorNode
}, true));
actionList.Add(new SelectionChangeAction(new SceneGraphNode[0], new SceneGraphNode[]{actorNode}, OnSelectionUndo));
}, true);
actionList[3] = new SelectionChangeAction(new SceneGraphNode[0], new SceneGraphNode[] { actorNode }, OnSelectionUndo);
actionList[3].Do();
var actions = new MultiUndoAction(actionList);
Undo.AddAction(actions);
SpawnEnd?.Invoke();
var options = Editor.Options.Options;
// Auto CSG mesh rebuild
if (!isPlayMode && options.General.AutoRebuildCSG)
{
if (actor is BoxBrush && actor.Scene)
actor.Scene.BuildCSG(options.General.AutoRebuildCSGTimeoutMs);
}
// Auto NavMesh rebuild
if (!isPlayMode && options.General.AutoRebuildNavMesh && actor.Scene && (actor.StaticFlags & StaticFlags.Navigation) == StaticFlags.Navigation)
{
var bounds = actor.BoxWithChildren;
Navigation.BuildNavMesh(actor.Scene, bounds, options.General.AutoRebuildNavMeshTimeoutMs);
}
OnDirty(actor);
}
/// <summary>
/// Deletes the selected objects. Supports undo/redo.
/// </summary>
@@ -360,8 +389,6 @@ namespace FlaxEditor.Modules
if (objects.Count == 0)
return;
bool isPlayMode = Editor.StateMachine.IsPlayMode;
SelectionDeleteBegin?.Invoke();
// Change selection
@@ -381,30 +408,7 @@ namespace FlaxEditor.Modules
SelectionDeleteEnd?.Invoke();
var options = Editor.Options.Options;
// Auto CSG mesh rebuild
if (!isPlayMode && options.General.AutoRebuildCSG)
{
foreach (var obj in objects)
{
if (obj is ActorNode node && node.Actor is BoxBrush)
node.Actor.Scene.BuildCSG(options.General.AutoRebuildCSGTimeoutMs);
}
}
// Auto NavMesh rebuild
if (!isPlayMode && options.General.AutoRebuildNavMesh)
{
foreach (var obj in objects)
{
if (obj is ActorNode node && node.Actor.Scene && (node.Actor.StaticFlags & StaticFlags.Navigation) == StaticFlags.Navigation)
{
var bounds = node.Actor.BoxWithChildren;
Navigation.BuildNavMesh(node.Actor.Scene, bounds, options.General.AutoRebuildNavMeshTimeoutMs);
}
}
}
OnDirty(objects);
}
/// <summary>