Add support for loading prefab instance if the root was changed or deleted

#2050
This commit is contained in:
Wojtek Figat
2023-12-14 10:47:22 +01:00
parent 1874382816
commit e0a085adfe
9 changed files with 360 additions and 115 deletions

View File

@@ -94,8 +94,8 @@ Actor* PrefabManager::SpawnPrefab(Prefab* prefab, const Transform& transform, Ac
LOG(Warning, "Waiting for prefab asset be loaded failed. {0}", prefab->ToString());
return nullptr;
}
const int32 objectsCount = prefab->ObjectsCount;
if (objectsCount == 0)
const int32 dataCount = prefab->ObjectsCount;
if (dataCount == 0)
{
LOG(Warning, "Prefab has no objects. {0}", prefab->ToString());
return nullptr;
@@ -107,7 +107,7 @@ Actor* PrefabManager::SpawnPrefab(Prefab* prefab, const Transform& transform, Ac
// Prepare
CollectionPoolCache<ActorsCache::SceneObjectsListType>::ScopeCache sceneObjects = ActorsCache::SceneObjectsListCache.Get();
sceneObjects->Resize(objectsCount);
sceneObjects->Resize(dataCount);
CollectionPoolCache<ISerializeModifier, Cache::ISerializeModifierClearCallback>::ScopeCache modifier = Cache::ISerializeModifier.Get();
modifier->EngineBuild = prefab->DataEngineBuild;
modifier->IdsMapping.EnsureCapacity(prefab->ObjectsIds.Count() * 4);
@@ -126,7 +126,7 @@ Actor* PrefabManager::SpawnPrefab(Prefab* prefab, const Transform& transform, Ac
// Deserialize prefab objects
auto prevIdMapping = Scripting::ObjectsLookupIdMapping.Get();
Scripting::ObjectsLookupIdMapping.Set(&modifier.Value->IdsMapping);
for (int32 i = 0; i < objectsCount; i++)
for (int32 i = 0; i < dataCount; i++)
{
auto& stream = data[i];
SceneObject* obj = SceneObjectsFactory::Spawn(context, stream);
@@ -145,7 +145,7 @@ Actor* PrefabManager::SpawnPrefab(Prefab* prefab, const Transform& transform, Ac
SceneObjectsFactory::SynchronizeNewPrefabInstances(context, prefabSyncData);
Scripting::ObjectsLookupIdMapping.Set(&modifier.Value->IdsMapping);
}
for (int32 i = 0; i < objectsCount; i++)
for (int32 i = 0; i < dataCount; i++)
{
auto& stream = data[i];
SceneObject* obj = sceneObjects->At(i);
@@ -154,20 +154,29 @@ Actor* PrefabManager::SpawnPrefab(Prefab* prefab, const Transform& transform, Ac
}
Scripting::ObjectsLookupIdMapping.Set(prevIdMapping);
// Pick prefab root object
if (sceneObjects->IsEmpty())
// Synchronize prefab instances (prefab may have new objects added or some removed so deserialized instances need to synchronize with it)
if (withSynchronization)
{
LOG(Warning, "No valid objects in prefab. {0}", prefab->ToString());
return nullptr;
// TODO: resave and force sync scenes during game cooking so this step could be skipped in game
SceneObjectsFactory::SynchronizePrefabInstances(context, prefabSyncData);
}
// Pick prefab root object
Actor* root = nullptr;
const Guid prefabRootObjectId = prefab->GetRootObjectId();
for (int32 i = 0; i < objectsCount; i++)
for (int32 i = 0; i < dataCount && !root; i++)
{
if (JsonTools::GetGuid(data[i], "ID") == prefabRootObjectId)
{
root = dynamic_cast<Actor*>(sceneObjects->At(i));
break;
}
if (!root)
{
// Fallback to the first actor that has no parent
for (int32 i = 0; i < sceneObjects->Count() && !root; i++)
{
SceneObject* obj = sceneObjects->At(i);
if (obj && !obj->GetParent())
root = dynamic_cast<Actor*>(obj);
}
}
if (!root)
@@ -176,13 +185,6 @@ Actor* PrefabManager::SpawnPrefab(Prefab* prefab, const Transform& transform, Ac
return nullptr;
}
// Synchronize prefab instances (prefab may have new objects added or some removed so deserialized instances need to synchronize with it)
if (withSynchronization)
{
// TODO: resave and force sync scenes during game cooking so this step could be skipped in game
SceneObjectsFactory::SynchronizePrefabInstances(context, prefabSyncData);
}
// Prepare parent linkage for prefab root actor
if (root->_parent)
root->_parent->Children.Remove(root);
@@ -264,7 +266,7 @@ Actor* PrefabManager::SpawnPrefab(Prefab* prefab, const Transform& transform, Ac
}
// Link objects to prefab (only deserialized from prefab data)
for (int32 i = 0; i < objectsCount; i++)
for (int32 i = 0; i < dataCount; i++)
{
auto& stream = data[i];
SceneObject* obj = sceneObjects->At(i);