diff --git a/Source/Editor/CustomEditors/CustomEditorPresenter.cs b/Source/Editor/CustomEditors/CustomEditorPresenter.cs
index 1030abfda..ccf712904 100644
--- a/Source/Editor/CustomEditors/CustomEditorPresenter.cs
+++ b/Source/Editor/CustomEditors/CustomEditorPresenter.cs
@@ -63,6 +63,11 @@ namespace FlaxEditor.CustomEditors
/// Indication of if the properties window is locked on specific objects.
///
public bool LockSelection { get; set; }
+
+ ///
+ /// Gets the scene editing context.
+ ///
+ public ISceneEditingContext SceneContext { get; }
}
///
diff --git a/Source/Editor/CustomEditors/Dedicated/ActorEditor.cs b/Source/Editor/CustomEditors/Dedicated/ActorEditor.cs
index 5b3701789..ecdc1f7db 100644
--- a/Source/Editor/CustomEditors/Dedicated/ActorEditor.cs
+++ b/Source/Editor/CustomEditors/Dedicated/ActorEditor.cs
@@ -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;
}
diff --git a/Source/Editor/SceneGraph/ISceneEditingContext.cs b/Source/Editor/SceneGraph/ISceneEditingContext.cs
index d480ceba5..cc750d854 100644
--- a/Source/Editor/SceneGraph/ISceneEditingContext.cs
+++ b/Source/Editor/SceneGraph/ISceneEditingContext.cs
@@ -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
///
void RenameSelection();
+ ///
+ /// Deletes selected objects.
+ ///
+ void DeleteSelection();
+
///
/// Focuses selected objects.
///
void FocusSelection();
+
+ ///
+ /// Spawns the specified actor to the game (with undo).
+ ///
+ /// The actor.
+ /// The parent actor. Set null as default.
+ /// The order under the parent to put the spawned actor.
+ /// True if automatically select the spawned actor, otherwise false.
+ void Spawn(Actor actor, Actor parent = null, int orderInParent = -1, bool autoSelect = true);
}
}
diff --git a/Source/Editor/SceneGraph/RootNode.cs b/Source/Editor/SceneGraph/RootNode.cs
index 1a3e47be8..71a9dc83a 100644
--- a/Source/Editor/SceneGraph/RootNode.cs
+++ b/Source/Editor/SceneGraph/RootNode.cs
@@ -175,7 +175,7 @@ namespace FlaxEditor.SceneGraph
public List Selection => SceneContext.Selection;
///
- /// Gets the list of selected scene graph nodes in the editor context.
+ /// Gets the scene editing context.
///
public abstract ISceneEditingContext SceneContext { get; }
}
diff --git a/Source/Editor/Windows/Assets/BehaviorTreeWindow.cs b/Source/Editor/Windows/Assets/BehaviorTreeWindow.cs
index 2b86664f2..03ba26fc8 100644
--- a/Source/Editor/Windows/Assets/BehaviorTreeWindow.cs
+++ b/Source/Editor/Windows/Assets/BehaviorTreeWindow.cs
@@ -641,5 +641,8 @@ namespace FlaxEditor.Windows.Assets
///
public bool LockSelection { get; set; }
+
+ ///
+ public ISceneEditingContext SceneContext => null;
}
}
diff --git a/Source/Editor/Windows/Assets/PrefabWindow.Hierarchy.cs b/Source/Editor/Windows/Assets/PrefabWindow.Hierarchy.cs
index 24854afb9..0eecc4861 100644
--- a/Source/Editor/Windows/Assets/PrefabWindow.Hierarchy.cs
+++ b/Source/Editor/Windows/Assets/PrefabWindow.Hierarchy.cs
@@ -430,6 +430,12 @@ namespace FlaxEditor.Windows.Assets
}
}
+ ///
+ public void DeleteSelection()
+ {
+ Delete();
+ }
+
///
public void FocusSelection()
{
@@ -488,7 +494,8 @@ namespace FlaxEditor.Windows.Assets
/// The actor.
/// The parent.
/// The order of the actor under the parent.
- public void Spawn(Actor actor, Actor parent, int orderInParent = -1)
+ /// True if automatically select the spawned actor, otherwise false.
+ 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(1) { actorNode }, true);
Undo.AddAction(action);
- Focus();
- Select(actorNode);
+ if (autoSelect)
+ {
+ Focus();
+ Select(actorNode);
+ }
}
private void OnTreeRightClick(TreeNode node, Float2 location)
diff --git a/Source/Editor/Windows/Assets/PrefabWindow.cs b/Source/Editor/Windows/Assets/PrefabWindow.cs
index 44c21d863..7f17053ac 100644
--- a/Source/Editor/Windows/Assets/PrefabWindow.cs
+++ b/Source/Editor/Windows/Assets/PrefabWindow.cs
@@ -91,6 +91,9 @@ namespace FlaxEditor.Windows.Assets
}
}
+ ///
+ public ISceneEditingContext SceneContext => this;
+
///
/// Gets or sets a value indicating whether use live reloading for the prefab changes (applies prefab changes on modification by auto).
///
diff --git a/Source/Editor/Windows/PropertiesWindow.cs b/Source/Editor/Windows/PropertiesWindow.cs
index e90003038..03316a221 100644
--- a/Source/Editor/Windows/PropertiesWindow.cs
+++ b/Source/Editor/Windows/PropertiesWindow.cs
@@ -58,6 +58,9 @@ namespace FlaxEditor.Windows
}
}
+ ///
+ public ISceneEditingContext SceneContext => Editor.Windows.EditWin;
+
///
/// Initializes a new instance of the class.
///
diff --git a/Source/Editor/Windows/SceneEditorWindow.cs b/Source/Editor/Windows/SceneEditorWindow.cs
index e3c72d069..888cb0888 100644
--- a/Source/Editor/Windows/SceneEditorWindow.cs
+++ b/Source/Editor/Windows/SceneEditorWindow.cs
@@ -26,12 +26,24 @@ namespace FlaxEditor.Windows
FlaxEditor.Utilities.Utils.SetupCommonInputActions(this);
}
+ ///
+ public void DeleteSelection()
+ {
+ Editor.SceneEditing.Delete();
+ }
+
///
public void FocusSelection()
{
Editor.Windows.EditWin.Viewport.FocusSelection();
}
+ ///
+ public void Spawn(Actor actor, Actor parent = null, int orderInParent = -1, bool autoSelect = true)
+ {
+ Editor.SceneEditing.Spawn(actor, parent, orderInParent, autoSelect);
+ }
+
///
public EditorViewport Viewport => Editor.Windows.EditWin.Viewport;