Files
FlaxEngine/Source/Editor/Undo/Actions/BreakPrefabLinkAction.cs
2023-01-10 15:29:37 +01:00

171 lines
5.3 KiB
C#

// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
using System;
using System.Collections.Generic;
using FlaxEngine;
using Object = FlaxEngine.Object;
namespace FlaxEditor.Actions
{
/// <summary>
/// Implementation of <see cref="IUndoAction"/> used to break/restore <see cref="Prefab"/> connection for the collection of <see cref="Actor"/> and <see cref="Script"/> objects.
/// </summary>
/// <remarks>
/// This action assumes that all objects in the given actor hierarchy are using the same prefab asset.
/// </remarks>
/// <seealso cref="IUndoAction" />
[Serializable]
sealed class BreakPrefabLinkAction : IUndoAction
{
[Serialize]
private readonly bool _isBreak;
[Serialize]
private Guid _actorId;
[Serialize]
private Guid _prefabId;
[Serialize]
private Dictionary<Guid, Guid> _prefabObjectIds;
private BreakPrefabLinkAction(bool isBreak, Guid actorId, Guid prefabId)
{
_isBreak = isBreak;
_actorId = actorId;
_prefabId = prefabId;
}
private BreakPrefabLinkAction(bool isBreak, Actor actor)
{
_isBreak = isBreak;
_actorId = actor.ID;
_prefabId = actor.PrefabID;
_prefabObjectIds = new Dictionary<Guid, Guid>(1024);
CollectIds(actor);
}
/// <summary>
/// Creates a new undo action that in state for breaking prefab connection.
/// </summary>
/// <param name="actor">The target actor.</param>
/// <returns>The action.</returns>
public static BreakPrefabLinkAction Break(Actor actor)
{
if (actor == null)
throw new ArgumentNullException(nameof(actor));
return new BreakPrefabLinkAction(true, actor.ID, Guid.Empty);
}
/// <summary>
/// Creates a new undo action that in state for linked prefab connection. Action on perform will undo that.
/// </summary>
/// <param name="actor">The target actor.</param>
/// <returns>The action.</returns>
public static BreakPrefabLinkAction Linked(Actor actor)
{
if (actor == null)
throw new ArgumentNullException(nameof(actor));
if (!actor.HasPrefabLink)
throw new Exception("Cannot register missing prefab link.");
return new BreakPrefabLinkAction(false, actor);
}
/// <inheritdoc />
public string ActionString => _isBreak ? "Break prefab link" : "Link prefab";
/// <inheritdoc />
public void Do()
{
if (_isBreak)
DoBreak();
else
DoLink();
}
/// <inheritdoc />
public void Undo()
{
if (_isBreak)
DoLink();
else
DoBreak();
}
/// <inheritdoc />
public void Dispose()
{
_prefabObjectIds.Clear();
}
private void DoLink()
{
if (_prefabObjectIds == null)
throw new Exception("Cannot link prefab. Missing objects Ids mapping.");
var actor = Object.Find<Actor>(ref _actorId);
if (actor == null)
throw new Exception("Cannot link prefab. Missing actor.");
// Restore cached links
foreach (var e in _prefabObjectIds)
{
var objId = e.Key;
var prefabObjId = e.Value;
var obj = Object.Find<Object>(ref objId);
if (obj is Actor)
{
Actor.Internal_LinkPrefab(Object.GetUnmanagedPtr(obj), ref _prefabId, ref prefabObjId);
}
else if (obj is Script)
{
Script.Internal_LinkPrefab(Object.GetUnmanagedPtr(obj), ref _prefabId, ref prefabObjId);
}
}
Editor.Instance.Scene.MarkSceneEdited(actor.Scene);
Editor.Instance.Windows.PropertiesWin.Presenter.BuildLayout();
}
private void CollectIds(Actor actor)
{
_prefabObjectIds.Add(actor.ID, actor.PrefabObjectID);
for (int i = 0; i < actor.ChildrenCount; i++)
{
CollectIds(actor.GetChild(i));
}
for (int i = 0; i < actor.ScriptsCount; i++)
{
var script = actor.GetScript(i);
_prefabObjectIds.Add(script.ID, script.PrefabObjectID);
}
}
private void DoBreak()
{
var actor = Object.Find<Actor>(ref _actorId);
if (actor == null)
throw new Exception("Cannot break prefab link. Missing actor.");
if (!actor.HasPrefabLink)
throw new Exception("Cannot break missing prefab link.");
if (_prefabObjectIds == null)
_prefabObjectIds = new Dictionary<Guid, Guid>(1024);
else
_prefabObjectIds.Clear();
CollectIds(actor);
_prefabId = actor.PrefabID;
actor.BreakPrefabLink();
Editor.Instance.Scene.MarkSceneEdited(actor.Scene);
Editor.Instance.Windows.PropertiesWin.Presenter.BuildLayout();
}
}
}