DisconnectPrefabInstance() private méthode

private DisconnectPrefabInstance ( Object targetObject ) : void
targetObject Object
Résultat void
Exemple #1
0
        public void ResetPreviewInstance()
        {
            if (m_PreviewUtility == null)
            {
                InitPreviewUtility();
            }

            DestroyPreviewInstance();
            if (palette != null)
            {
                m_PaletteInstance = previewUtility.InstantiatePrefabInScene(palette);

                // Prevent palette from overriding the prefab while it is active, unless user saves the palette
                PrefabUtility.DisconnectPrefabInstance(m_PaletteInstance);

                EditorUtility.InitInstantiatedPreviewRecursive(m_PaletteInstance);
                m_PaletteInstance.transform.position   = new Vector3(0, 0, 0);
                m_PaletteInstance.transform.rotation   = Quaternion.identity;
                m_PaletteInstance.transform.localScale = Vector3.one;

                string      assetPath    = AssetDatabase.GetAssetPath(palette);
                GridPalette paletteAsset = AssetDatabase.LoadAssetAtPath <GridPalette>(assetPath);
                if (paletteAsset != null)
                {
                    if (paletteAsset.cellSizing == GridPalette.CellSizing.Automatic)
                    {
                        Grid grid = m_PaletteInstance.GetComponent <Grid>();
                        if (grid != null)
                        {
                            grid.cellSize = GridPaletteUtility.CalculateAutoCellSize(grid, grid.cellSize);
                        }
                        else
                        {
                            Debug.LogWarning("Grid component not found from: " + assetPath);
                        }
                    }
                }
                else
                {
                    Debug.LogWarning("GridPalette subasset not found from: " + assetPath);
                }

                foreach (var renderer in m_PaletteInstance.GetComponentsInChildren <Renderer>())
                {
                    renderer.gameObject.layer          = Camera.PreviewCullingLayer;
                    renderer.allowOcclusionWhenDynamic = false;
                }

                foreach (var transform in m_PaletteInstance.GetComponentsInChildren <Transform>())
                {
                    transform.gameObject.hideFlags = HideFlags.HideAndDontSave;
                }

                PreviewRenderUtility.SetEnabledRecursive(m_PaletteInstance, false);

                clipboardView.ResetPreviewMesh();
            }
        }
Exemple #2
0
 public void ResetPreviewInstance()
 {
     if (this.m_PreviewUtility == null)
     {
         this.InitPreviewUtility();
     }
     this.DestroyPreviewInstance();
     if (this.palette != null)
     {
         this.m_PaletteInstance = this.previewUtility.InstantiatePrefabInScene(this.palette);
         PrefabUtility.DisconnectPrefabInstance(this.m_PaletteInstance);
         EditorUtility.InitInstantiatedPreviewRecursive(this.m_PaletteInstance);
         this.m_PaletteInstance.transform.position   = new Vector3(0f, 0f, 0f);
         this.m_PaletteInstance.transform.rotation   = Quaternion.identity;
         this.m_PaletteInstance.transform.localScale = Vector3.one;
         string      assetPath   = AssetDatabase.GetAssetPath(this.palette);
         GridPalette gridPalette = AssetDatabase.LoadAssetAtPath <GridPalette>(assetPath);
         if (gridPalette != null)
         {
             if (gridPalette.cellSizing == GridPalette.CellSizing.Automatic)
             {
                 Grid component = this.m_PaletteInstance.GetComponent <Grid>();
                 if (component != null)
                 {
                     component.cellSize = GridPaletteUtility.CalculateAutoCellSize(component, component.cellSize);
                 }
                 else
                 {
                     Debug.LogWarning("Grid component not found from: " + assetPath);
                 }
             }
         }
         else
         {
             Debug.LogWarning("GridPalette subasset not found from: " + assetPath);
         }
         Renderer[] componentsInChildren = this.m_PaletteInstance.GetComponentsInChildren <Renderer>();
         for (int i = 0; i < componentsInChildren.Length; i++)
         {
             Renderer renderer = componentsInChildren[i];
             renderer.gameObject.layer          = Camera.PreviewCullingLayer;
             renderer.allowOcclusionWhenDynamic = false;
         }
         Transform[] componentsInChildren2 = this.m_PaletteInstance.GetComponentsInChildren <Transform>();
         for (int j = 0; j < componentsInChildren2.Length; j++)
         {
             Transform transform = componentsInChildren2[j];
             transform.gameObject.hideFlags = HideFlags.HideAndDontSave;
         }
         PreviewRenderUtility.SetEnabledRecursive(this.m_PaletteInstance, false);
         this.clipboardView.ResetPreviewMesh();
     }
 }
Exemple #3
0
        //instantiate all prefabs inside the basic level prefab
        private void PrepareScene()
        {
            /* Not necessary anymore since the Soundmanager has been added to the GameController
             * //Instantiate the Soundmanager
             * GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>("Assets/" + pathSound);
             * PrefabUtility.InstantiatePrefab(prefab);
             */

            //Instantiate the basic level
            GameObject prefab = AssetDatabase.LoadAssetAtPath <GameObject>("Assets/" + pathBasic);

            /*GameObject prefabClone =*/ PrefabUtility.InstantiatePrefab(prefab) /*as GameObject*/;

            //Instantiate the basic dynamic level
            prefab = AssetDatabase.LoadAssetAtPath <GameObject>("Assets/" + pathDynamic);
            UnityEngine.Object dynamicLevel = PrefabUtility.InstantiatePrefab(prefab);
            PrefabUtility.DisconnectPrefabInstance(dynamicLevel);


            /*prefabClone.transform.DetachChildren();
             *
             * DestroyImmediate(prefabClone);*/
        }