Modernize the code to use unified scene access #3513

This commit is contained in:
Wojtek Figat
2025-08-28 23:48:25 +02:00
parent 703e0cb7ca
commit d47ac95681
9 changed files with 64 additions and 23 deletions

View File

@@ -63,6 +63,11 @@ namespace FlaxEditor.CustomEditors
/// Indication of if the properties window is locked on specific objects.
/// </summary>
public bool LockSelection { get; set; }
/// <summary>
/// Gets the scene editing context.
/// </summary>
public ISceneEditingContext SceneContext { get; }
}
/// <summary>

View File

@@ -1,8 +1,5 @@
// Copyright (c) Wojciech Figat. All rights reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using FlaxEditor.Actions;
using FlaxEditor.CustomEditors.Editors;
using FlaxEditor.CustomEditors.Elements;
@@ -10,10 +7,14 @@ using FlaxEditor.GUI;
using FlaxEditor.GUI.ContextMenu;
using FlaxEditor.GUI.Tree;
using FlaxEditor.Scripting;
using FlaxEditor.Windows.Assets;
using FlaxEngine;
using FlaxEngine.GUI;
using FlaxEngine.Json;
using FlaxEngine.Utilities;
using System;
using System.Collections.Generic;
using System.Linq;
namespace FlaxEditor.CustomEditors.Dedicated
{
@@ -542,10 +543,7 @@ namespace FlaxEditor.CustomEditors.Dedicated
var prefabObjectId = removedActor.PrefabObject.PrefabObjectID;
string data = JsonSerializer.Serialize(removedActor.PrefabObject);
JsonSerializer.Deserialize(restored, data);
if (Presenter.Owner is PropertiesWindow propertiesWindow)
Editor.Instance.SceneEditing.Spawn(restored, parentActor, removedActor.OrderInParent);
else if (Presenter.Owner is PrefabWindow prefabWindow)
prefabWindow.Spawn(restored, parentActor, removedActor.OrderInParent);
Presenter.Owner.SceneContext.Spawn(restored, parentActor, removedActor.OrderInParent);
Actor.Internal_LinkPrefab(FlaxEngine.Object.GetUnmanagedPtr(restored), ref prefabId, ref prefabObjectId);
return;
}
@@ -568,17 +566,9 @@ namespace FlaxEditor.CustomEditors.Dedicated
Editor.Log("Reverting added actor changes to prefab (removing it)");
// TODO: Keep previous selection.
if (Presenter.Owner is PropertiesWindow propertiesWindow)
{
var editorInstance = Editor.Instance.SceneEditing;
editorInstance.Select(a);
editorInstance.Delete();
}
else if (Presenter.Owner is PrefabWindow prefabWindow)
{
prefabWindow.Select(prefabWindow.Graph.Root.Find(a));
prefabWindow.Delete();
}
var context = Presenter.Owner.SceneContext;
context.Select(SceneGraph.SceneGraphFactory.FindNode(a.ID));
context.DeleteSelection();
return;
}

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@@ -1,8 +1,9 @@
// Copyright (c) Wojciech Figat. All rights reserved.
using System.Collections.Generic;
using FlaxEditor.SceneGraph;
using FlaxEditor.Viewport;
using FlaxEngine;
using System.Collections.Generic;
namespace FlaxEditor
{
@@ -39,9 +40,23 @@ namespace FlaxEditor
/// </summary>
void RenameSelection();
/// <summary>
/// Deletes selected objects.
/// </summary>
void DeleteSelection();
/// <summary>
/// Focuses selected objects.
/// </summary>
void FocusSelection();
/// <summary>
/// Spawns the specified actor to the game (with undo).
/// </summary>
/// <param name="actor">The actor.</param>
/// <param name="parent">The parent actor. Set null as default.</param>
/// <param name="orderInParent">The order under the parent to put the spawned actor.</param>
/// <param name="autoSelect">True if automatically select the spawned actor, otherwise false.</param>
void Spawn(Actor actor, Actor parent = null, int orderInParent = -1, bool autoSelect = true);
}
}

View File

@@ -175,7 +175,7 @@ namespace FlaxEditor.SceneGraph
public List<SceneGraphNode> Selection => SceneContext.Selection;
/// <summary>
/// Gets the list of selected scene graph nodes in the editor context.
/// Gets the scene editing context.
/// </summary>
public abstract ISceneEditingContext SceneContext { get; }
}

View File

@@ -641,5 +641,8 @@ namespace FlaxEditor.Windows.Assets
/// <inheritdoc />
public bool LockSelection { get; set; }
/// <inheritdoc />
public ISceneEditingContext SceneContext => null;
}
}

View File

@@ -430,6 +430,12 @@ namespace FlaxEditor.Windows.Assets
}
}
/// <inheritdoc />
public void DeleteSelection()
{
Delete();
}
/// <inheritdoc />
public void FocusSelection()
{
@@ -488,7 +494,8 @@ namespace FlaxEditor.Windows.Assets
/// <param name="actor">The actor.</param>
/// <param name="parent">The parent.</param>
/// <param name="orderInParent">The order of the actor under the parent.</param>
public void Spawn(Actor actor, Actor parent, int orderInParent = -1)
/// <param name="autoSelect">True if automatically select the spawned actor, otherwise false.</param>
public void Spawn(Actor actor, Actor parent, int orderInParent = -1, bool autoSelect = true)
{
if (actor == null)
throw new ArgumentNullException(nameof(actor));
@@ -514,8 +521,11 @@ namespace FlaxEditor.Windows.Assets
// Create undo action
var action = new CustomDeleteActorsAction(new List<SceneGraphNode>(1) { actorNode }, true);
Undo.AddAction(action);
Focus();
Select(actorNode);
if (autoSelect)
{
Focus();
Select(actorNode);
}
}
private void OnTreeRightClick(TreeNode node, Float2 location)

View File

@@ -91,6 +91,9 @@ namespace FlaxEditor.Windows.Assets
}
}
/// <inheritdoc />
public ISceneEditingContext SceneContext => this;
/// <summary>
/// Gets or sets a value indicating whether use live reloading for the prefab changes (applies prefab changes on modification by auto).
/// </summary>

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@@ -58,6 +58,9 @@ namespace FlaxEditor.Windows
}
}
/// <inheritdoc />
public ISceneEditingContext SceneContext => Editor.Windows.EditWin;
/// <summary>
/// Initializes a new instance of the <see cref="PropertiesWindow"/> class.
/// </summary>

View File

@@ -26,12 +26,24 @@ namespace FlaxEditor.Windows
FlaxEditor.Utilities.Utils.SetupCommonInputActions(this);
}
/// <inheritdoc />
public void DeleteSelection()
{
Editor.SceneEditing.Delete();
}
/// <inheritdoc />
public void FocusSelection()
{
Editor.Windows.EditWin.Viewport.FocusSelection();
}
/// <inheritdoc />
public void Spawn(Actor actor, Actor parent = null, int orderInParent = -1, bool autoSelect = true)
{
Editor.SceneEditing.Spawn(actor, parent, orderInParent, autoSelect);
}
/// <inheritdoc />
public EditorViewport Viewport => Editor.Windows.EditWin.Viewport;