Fix some actor assets into soft checks

This commit is contained in:
Wojtek Figat
2023-08-01 09:57:38 +02:00
parent dfbda334f9
commit cfab58ccc6

View File

@@ -788,7 +788,9 @@ void Actor::BreakPrefabLink()
void Actor::Initialize() void Actor::Initialize()
{ {
ASSERT(!IsDuringPlay()); #if ENABLE_ASSERTION
CHECK(!IsDuringPlay());
#endif
// Cache // Cache
if (_parent) if (_parent)
@@ -802,7 +804,9 @@ void Actor::Initialize()
void Actor::BeginPlay(SceneBeginData* data) void Actor::BeginPlay(SceneBeginData* data)
{ {
ASSERT(!IsDuringPlay()); #if ENABLE_ASSERTION
CHECK(!IsDuringPlay());
#endif
// Set flag // Set flag
Flags |= ObjectFlags::IsDuringPlay; Flags |= ObjectFlags::IsDuringPlay;
@@ -832,7 +836,9 @@ void Actor::BeginPlay(SceneBeginData* data)
void Actor::EndPlay() void Actor::EndPlay()
{ {
ASSERT(IsDuringPlay()); #if ENABLE_ASSERTION
CHECK(IsDuringPlay());
#endif
// Fire event for scripting // Fire event for scripting
if (IsActiveInHierarchy() && GetScene()) if (IsActiveInHierarchy() && GetScene())
@@ -1059,7 +1065,9 @@ void Actor::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
void Actor::OnEnable() void Actor::OnEnable()
{ {
ASSERT(!_isEnabled); #if ENABLE_ASSERTION
CHECK(!_isEnabled);
#endif
_isEnabled = true; _isEnabled = true;
for (int32 i = 0; i < Scripts.Count(); i++) for (int32 i = 0; i < Scripts.Count(); i++)
@@ -1079,7 +1087,9 @@ void Actor::OnEnable()
void Actor::OnDisable() void Actor::OnDisable()
{ {
ASSERT(_isEnabled); #if ENABLE_ASSERTION
CHECK(_isEnabled);
#endif
_isEnabled = false; _isEnabled = false;
for (int32 i = Scripts.Count() - 1; i >= 0; i--) for (int32 i = Scripts.Count() - 1; i >= 0; i--)