Add ModelPrefab to imported model prefab for reimporting functionality
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@@ -16,8 +16,9 @@
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#if !BUILD_RELEASE || USE_EDITOR
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#include "Engine/Level/Level.h"
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#include "Engine/Threading/Threading.h"
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#include "Engine/Level/Components/MissingScript.h"
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#include "Engine/Level/Scripts/MissingScript.h"
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#endif
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#include "Engine/Level/Scripts/ModelPrefab.h"
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#if USE_EDITOR
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@@ -46,6 +47,11 @@ void MissingScript::SetReferenceScript(const ScriptingObjectReference<Script>& v
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#endif
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ModelPrefab::ModelPrefab(const SpawnParams& params)
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: Script(params)
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{
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}
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SceneObjectsFactory::Context::Context(ISerializeModifier* modifier)
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: Modifier(modifier)
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{
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29
Source/Engine/Level/Scripts/ModelPrefab.h
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29
Source/Engine/Level/Scripts/ModelPrefab.h
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@@ -0,0 +1,29 @@
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// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
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#pragma once
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#include "Engine/Scripting/Script.h"
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#if USE_EDITOR
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#include "Engine/Tools/ModelTool/ModelTool.h"
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#endif
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/// <summary>
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/// Actor script component that handled model prefabs importing and setup.
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/// </summary>
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API_CLASS(Attributes="HideInEditor") class FLAXENGINE_API ModelPrefab : public Script
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{
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API_AUTO_SERIALIZATION();
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DECLARE_SCRIPTING_TYPE(ModelPrefab);
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#if USE_EDITOR
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/// <summary>
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/// Source model file path (absolute or relative to the project).
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/// </summary>
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API_FIELD(Attributes="ReadOnly") String ImportPath;
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/// <summary>
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/// Model file import settings.
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/// </summary>
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API_FIELD() ModelTool::Options ImportOptions;
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#endif
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};
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