Merge branch 'master' into collection-ui
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@@ -32,14 +32,16 @@ namespace FlaxEditor.CustomEditors.Editors
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_mainPanel.HeaderText = "Entry";
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}
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if (ParentEditor == null)
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if (ParentEditor == null || HasDifferentTypes)
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return;
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var entry = (ModelInstanceEntry)Values[0];
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var entryIndex = ParentEditor.ChildrenEditors.IndexOf(this);
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var materialLabel = new PropertyNameLabel("Material");
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materialLabel.TooltipText = "The mesh surface material used for the rendering.";
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if (ParentEditor.ParentEditor?.Values[0] is ModelInstanceActor modelInstance)
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var parentEditorValues = ParentEditor.ParentEditor?.Values;
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if (parentEditorValues?[0] is ModelInstanceActor modelInstance)
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{
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// TODO: store _modelInstance and _material in array for each selected model instance actor
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_entryIndex = entryIndex;
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_modelInstance = modelInstance;
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var slots = modelInstance.MaterialSlots;
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@@ -60,6 +62,8 @@ namespace FlaxEditor.CustomEditors.Editors
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// Create material picker
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var materialValue = new CustomValueContainer(new ScriptType(typeof(MaterialBase)), _material, (instance, index) => _material, (instance, index, value) => _material = value as MaterialBase);
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for (var i = 1; i < parentEditorValues.Count; i++)
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materialValue.Add(_material);
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var materialEditor = (AssetRefEditor)layout.Property(materialLabel, materialValue);
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materialEditor.Values.SetDefaultValue(defaultValue);
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materialEditor.RefreshDefaultValue();
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@@ -76,14 +80,14 @@ namespace FlaxEditor.CustomEditors.Editors
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return;
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_isRefreshing = true;
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var slots = _modelInstance.MaterialSlots;
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var material = _materialEditor.Picker.SelectedAsset as MaterialBase;
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var material = _materialEditor.Picker.Validator.SelectedAsset as MaterialBase;
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var defaultMaterial = GPUDevice.Instance.DefaultMaterial;
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var value = (ModelInstanceEntry)Values[0];
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var prevMaterial = value.Material;
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if (!material)
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{
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// Fallback to default material
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_materialEditor.Picker.SelectedAsset = defaultMaterial;
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_materialEditor.Picker.Validator.SelectedAsset = defaultMaterial;
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value.Material = defaultMaterial;
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}
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else if (material == slots[_entryIndex].Material)
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