Refactor **Actor tags into hierarchical reusable Tags** system for better gameplay scripting
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@@ -327,13 +327,8 @@ namespace CustomEditorsUtilInternal
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}
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}
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namespace LayersAndTagsSettingsInternal1
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namespace LayersAndTagsSettingsInternal
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{
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MonoArray* GetCurrentTags()
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{
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return MUtils::ToArray(Level::Tags);
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}
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MonoArray* GetCurrentLayers()
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{
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return MUtils::ToArray(Span<String>(Level::Layers, Math::Max(1, Level::GetNonEmptyLayerNamesCount())));
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@@ -1125,8 +1120,7 @@ public:
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ADD_INTERNAL_CALL("FlaxEditor.Content.Import.TextureImportEntry::Internal_GetTextureImportOptions", &GetTextureImportOptions);
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ADD_INTERNAL_CALL("FlaxEditor.Content.Import.ModelImportEntry::Internal_GetModelImportOptions", &GetModelImportOptions);
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ADD_INTERNAL_CALL("FlaxEditor.Content.Import.AudioImportEntry::Internal_GetAudioImportOptions", &GetAudioImportOptions);
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ADD_INTERNAL_CALL("FlaxEditor.Content.Settings.LayersAndTagsSettings::GetCurrentTags", &LayersAndTagsSettingsInternal1::GetCurrentTags);
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ADD_INTERNAL_CALL("FlaxEditor.Content.Settings.LayersAndTagsSettings::GetCurrentLayers", &LayersAndTagsSettingsInternal1::GetCurrentLayers);
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ADD_INTERNAL_CALL("FlaxEditor.Content.Settings.LayersAndTagsSettings::GetCurrentLayers", &LayersAndTagsSettingsInternal::GetCurrentLayers);
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ADD_INTERNAL_CALL("FlaxEditor.Content.Settings.GameSettings::Apply", &GameSettingsInternal1::Apply);
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ADD_INTERNAL_CALL("FlaxEditor.Editor::Internal_CloseSplashScreen", &CloseSplashScreen);
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ADD_INTERNAL_CALL("FlaxEditor.Editor::Internal_CreateAsset", &CreateAsset);
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