Fix calling script OnDestroy when removing actors or scripts from the scene
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@@ -27,6 +27,7 @@ Script::Script(const SpawnParams& params)
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, _tickUpdate(false)
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, _tickLateUpdate(false)
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, _tickLateFixedUpdate(false)
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, _wasAwakeCalled(false)
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, _wasStartCalled(false)
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, _wasEnableCalled(false)
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{
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@@ -86,7 +87,7 @@ void Script::SetParent(Actor* value, bool canBreakPrefabLink)
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// Unlink from the old one
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if (_parent)
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{
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if (!value && _parent->IsDuringPlay() && _parent->IsActiveInHierarchy() && GetEnabled())
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if (!value && _parent->IsDuringPlay() && _parent->IsActiveInHierarchy() && GetEnabled() && _wasEnableCalled)
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{
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// Call disable when script is removed from actor (new actor is null)
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Disable();
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@@ -241,19 +242,31 @@ String Script::ToString() const
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void Script::OnDeleteObject()
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{
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// Ensure to unlink from the parent (it will call Disable event if required)
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SetParent(nullptr);
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// Check if remove object from game
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if (IsDuringPlay())
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// Call OnDisable
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if (_wasEnableCalled)
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{
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Disable();
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}
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// Call OnDestroy
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if (_wasAwakeCalled)
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{
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_wasAwakeCalled = false;
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CHECK_EXECUTE_IN_EDITOR
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{
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OnDestroy();
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}
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}
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// End play
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if (IsDuringPlay())
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{
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EndPlay();
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}
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// Unlink from parent
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SetParent(nullptr);
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// Base
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SceneObject::OnDeleteObject();
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}
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@@ -274,6 +287,9 @@ void Script::Initialize()
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if (!IsRegistered())
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RegisterObject();
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// Call OnAwake
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ASSERT(!_wasAwakeCalled);
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_wasAwakeCalled = true;
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CHECK_EXECUTE_IN_EDITOR
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{
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OnAwake();
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