Various fixes to allow compiling negine with custom build configurations
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@@ -15,14 +15,12 @@ class SceneObject;
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/// <seealso cref="JsonAssetBase" />
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API_CLASS(NoSpawn) class FLAXENGINE_API Prefab : public JsonAssetBase
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{
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DECLARE_ASSET_HEADER(Prefab);
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DECLARE_ASSET_HEADER(Prefab);
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private:
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bool _isCreatingDefaultInstance;
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Actor* _defaultInstance;
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public:
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/// <summary>
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/// The serialized scene objects amount (actors and scripts).
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/// </summary>
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@@ -49,11 +47,9 @@ public:
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Dictionary<Guid, const void*> ObjectsCache;
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public:
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/// <summary>
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/// Gets the root object identifier (prefab object ID). Asset must be loaded.
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/// </summary>
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/// <returns>The ID.</returns>
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Guid GetRootObjectId() const
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{
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ASSERT(IsLoaded());
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@@ -74,7 +70,6 @@ public:
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API_FUNCTION() SceneObject* GetDefaultInstance(API_PARAM(Ref) const Guid& objectId);
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#if USE_EDITOR
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/// <summary>
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/// Applies the difference from the prefab object instance, saves the changes and synchronizes them with the active instances of the prefab asset.
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/// </summary>
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@@ -83,11 +78,9 @@ public:
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/// </remarks>
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/// <param name="targetActor">The root actor of spawned prefab instance to use as modified changes sources.</param>
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bool ApplyAll(Actor* targetActor);
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#endif
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private:
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#if USE_EDITOR
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typedef Array<AssetReference<Prefab>> NestedPrefabsList;
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bool ApplyAllInternal(Actor* targetActor, bool linkTargetActorObjectToPrefab);
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@@ -99,7 +92,6 @@ private:
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void DeleteDefaultInstance();
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protected:
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// [JsonAssetBase]
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LoadResult loadAsset() override;
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void unload(bool isReloading) override;
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