Esempio n. 1
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        private void OnDestroy()
        {
            if (_prefabFilter != null)
            {
                UndoEx.DestroyObjectImmediate(_prefabFilter);
            }
            List <Prefab> prefabs = GetAllPrefabs();

            foreach (Prefab prefab in prefabs)
            {
                if (prefab != null)
                {
                    _prefabs.RemoveEntity(prefab);
                }
                PrefabWasRemovedFromCategoryMessage.SendToInterestedListeners(this, prefab);
            }

            //EnsureActivePrefabPassesPrefabFilter();
            foreach (Prefab prefab in prefabs)
            {
                if (prefab != null)
                {
                    UndoEx.DestroyObjectImmediate(prefab);
                }
            }
        }
Esempio n. 2
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        public void RemoveAndDestroyPrefab(Prefab prefab)
        {
            if (ContainsPrefab(prefab))
            {
                _prefabs.RemoveEntity(prefab);
                EnsureActivePrefabPassesPrefabFilter();

                PrefabWasRemovedFromCategoryMessage.SendToInterestedListeners(this, prefab);
                UndoEx.DestroyObjectImmediate(prefab);;
            }
        }
        private void RespondToMessage(PrefabWasRemovedFromCategoryMessage message)
        {
            var elementWithSamePrefab = GetElementWithPrefab(message.PrefabWhichWasRemoved);

            if (elementWithSamePrefab != null)
            {
                UndoEx.RecordForToolAction(this);
                UndoEx.RecordForToolAction(elementWithSamePrefab);
                RemoveAndDestroyElement(elementWithSamePrefab);
            }
        }
Esempio n. 4
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        public void RemoveNullPrefabEntries()
        {
            _prefabs.RemoveWithPredicate(item => item == null);
            List <Prefab> prefabsWithNullUnityPrefabs = _prefabs.GetEntitiesByPredicate(item => item.UnityPrefab == null);

            if (prefabsWithNullUnityPrefabs.Count != 0)
            {
                foreach (Prefab prefab in prefabsWithNullUnityPrefabs)
                {
                    _prefabs.RemoveEntity(prefab);
                    PrefabWasRemovedFromCategoryMessage.SendToInterestedListeners(this, prefab);

                    Octave3DWorldBuilder.DestroyImmediate(prefab);
                }

                EnsureActivePrefabIndexIsNotOutOfRange();
                EnsureActivePrefabPassesPrefabFilter();
            }
        }
Esempio n. 5
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        public void RemoveAndDestroyAllPrefabs()
        {
            // Don't know why, but this has to be done in 2 separate passes. Otherwise, the remove operation
            // is not undone properly in some situations. So first we have to remove the prefabs from the
            // category and then we have to destroy the prefab instances in a second pass. It drives me insane,
            // but I just can't figure out why this is necessary :)
            List <Prefab> prefabs = GetAllPrefabs();

            foreach (Prefab prefab in prefabs)
            {
                _prefabs.RemoveEntity(prefab);
                PrefabWasRemovedFromCategoryMessage.SendToInterestedListeners(this, prefab);
            }

            EnsureActivePrefabPassesPrefabFilter();
            foreach (Prefab prefab in prefabs)
            {
                UndoEx.DestroyObjectImmediate(prefab);
            }
        }
Esempio n. 6
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        public static void SendToInterestedListeners(PrefabCategory prefabCategory, Prefab prefabWhichWasRemoved)
        {
            var message = new PrefabWasRemovedFromCategoryMessage(prefabCategory, prefabWhichWasRemoved);

            MessageListenerDatabase.Instance.SendMessageToInterestedListeners(message);
        }
Esempio n. 7
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 private void RespondToMessage(PrefabWasRemovedFromCategoryMessage message)
 {
     DestroyIfExists();
     CreateFromActivePrefabIfNotExists();
 }