/// <summary> /// Updates the contents of the prefab with the contents of the provided prefab instance. If the provided object /// is not a prefab instance nothing happens. /// </summary> /// <param name="obj">Prefab instance whose prefab to update.</param> /// <param name="refreshScene">If true, all prefab instances in the current scene will be updated so they consistent /// with the newly saved data.</param> public static void ApplyPrefab(SceneObject obj, bool refreshScene = true) { if (obj == null) { return; } if (refreshScene) { SceneObject root = Scene.Root; if (root != null) { Internal_RecordPrefabDiff(root.GetCachedPtr()); } } IntPtr objPtr = obj.GetCachedPtr(); Internal_ApplyPrefab(objPtr); if (refreshScene) { SceneObject root = Scene.Root; if (root != null) { Internal_UpdateFromPrefab(root.GetCachedPtr()); } } }
/// <summary> /// Records a state of the entire scene object at a specific point and allows you to restore it to its original /// values as needed. /// </summary> /// <param name="so">Scene object to record.</param> /// <param name="recordHierarchy">If true all children of this object will also be recorded.</param> /// <param name="description">Optional description of what exactly the command does.</param> public static void RecordSO(SceneObject so, bool recordHierarchy = false, string description = "") { if (so != null) { Internal_RecordSO(so.GetCachedPtr(), description); } }
/// <summary> /// Deletes a scene object. Undo operation recorded in global undo/redo stack. /// </summary> /// <param name="so">Scene object to delete.</param> /// <param name="description">Optional description of what exactly the command does.</param> public static void DeleteSO(SceneObject so, string description = "") { if (so != null) { Internal_DeleteSO(so.GetCachedPtr(), description); } }
/// <summary> /// Changes the parent of a set of scene objects. Undo operation recorded in global undo/redo stack. /// </summary> /// <param name="so">Scene objects to change the parent of.</param> /// <param name="parent">New parent.</param> /// <param name="description">Optional description of what exactly the command does.</param> public static void ReparentSO(SceneObject[] so, SceneObject parent, string description = "") { if (so != null) { List <IntPtr> soPtrs = new List <IntPtr>(); for (int i = 0; i < so.Length; i++) { if (so[i] != null) { soPtrs.Add(so[i].GetCachedPtr()); } } if (soPtrs.Count > 0) { IntPtr parentPtr = IntPtr.Zero; if (parent != null) { parentPtr = parent.GetCachedPtr(); } Internal_ReparentSOMulti(soPtrs.ToArray(), parentPtr, description); } } }
/// <summary> /// Creates new a scene object by cloning an existing object. /// </summary> /// <param name="so">Scene object to clone.</param> /// <param name="description">Optional description of what exactly the command does.</param> /// <returns>Cloned scene object.</returns> public static SceneObject CloneSO(SceneObject so, string description = "") { if (so != null) return Internal_CloneSO(so.GetCachedPtr(), description); return null; }
/// <summary> /// Updates the transform of the GUI widget with the latest transform from the parent SceneObject. /// </summary> /// <param name="parentSO">Scene object the GUI widget component is attached to.</param> internal void UpdateTransform(SceneObject parentSO) { if (parentSO != null) { Internal_UpdateTransform(mCachedPtr, parentSO.GetCachedPtr()); } }
/// <summary> /// Breaks the prefab link on the provided scene object and makes the operation undo-able. Undo operation recorded /// in global undo/redo stack. /// See <see cref="PrefabUtility.BreakPrefab"/>. /// </summary> /// <param name="so">Scene object whose prefab link to break.</param> /// <param name="description">Optional description of what exactly the command does.</param> public static void BreakPrefab(SceneObject so, string description = "") { if (so != null) { Internal_BreakPrefab(so.GetCachedPtr(), description); } }
/// <summary> /// Returns the root object of the prefab instance that this object belongs to, if any. /// </summary> /// <param name="obj">Scene object to retrieve the prefab parent for.</param> /// <returns>Prefab parent of the provided object, or null if the object is not part of a prefab instance.</returns> public static SceneObject GetPrefabParent(SceneObject obj) { if (obj == null) return null; IntPtr objPtr = obj.GetCachedPtr(); return Internal_GetPrefabParent(objPtr); }
/// <summary> /// Breaks the link between a prefab instance and its prefab. Object will retain all current values but will /// no longer be influenced by modifications to its parent prefab. /// </summary> /// <param name="obj">Prefab instance whose link to break.</param> public static void BreakPrefab(SceneObject obj) { if (obj == null) return; IntPtr objPtr = obj.GetCachedPtr(); Internal_BreakPrefab(objPtr); }
/// <summary> /// Records the current state of the provided scene object. /// </summary> /// <param name="so">Scene object to record the state for.</param> /// <param name="hierarchy">If true, state will be recorded for the scene object and all of its children. Otherwise /// the state will only be recorded for the provided scene object.</param> public SerializedSceneObject(SceneObject so, bool hierarchy) { IntPtr soPtr = IntPtr.Zero; if (so != null) soPtr = so.GetCachedPtr(); Internal_CreateInstance(this, soPtr, hierarchy); }
public NativeRenderable(SceneObject sceneObject) { IntPtr sceneObjPtr = IntPtr.Zero; if (sceneObject != null) sceneObjPtr = sceneObject.GetCachedPtr(); Internal_Create(this, sceneObjPtr); }
public NativeRigidbody(SceneObject linkedSO) { IntPtr linkedSOPtr = IntPtr.Zero; if (linkedSO != null) linkedSOPtr = linkedSO.GetCachedPtr(); Internal_CreateInstance(this, linkedSOPtr); }
/// <summary> /// Checks if a scene object has a prefab link. Scene objects with a prefab link will be automatically updated /// when their prefab changes in order to reflect its changes. /// </summary> /// <param name="obj">Scene object to check if it has a prefab link.</param> /// <returns>True if the object is a prefab instance (has a prefab link), false otherwise.</returns> public static bool IsPrefabInstance(SceneObject obj) { if (obj == null) return false; IntPtr objPtr = obj.GetCachedPtr(); return Internal_HasPrefabLink(objPtr); }
/// <summary> /// Creates new a scene object by cloning an existing object. Undo operation recorded in global undo/redo stack. /// </summary> /// <param name="so">Scene object to clone.</param> /// <param name="description">Optional description of what exactly the command does.</param> /// <returns>Cloned scene object.</returns> public static SceneObject CloneSO(SceneObject so, string description = "") { if (so != null) { return(Internal_CloneSO(so.GetCachedPtr(), description)); } return(null); }
/// <summary> /// Returns the UUID of the prefab attached to the provided scene object. Only works on root prefab objects. /// </summary> /// <param name="obj">Scene object to retrieve the prefab UUID for.</param> /// <returns>Prefab UUID if the object is part of a prefab, null otherwise. </returns> public static string GetPrefabUUID(SceneObject obj) { if (obj == null) { return(null); } IntPtr objPtr = obj.GetCachedPtr(); return(Internal_GetPrefabUUID(objPtr)); }
/// <summary> /// Remove any instance specific changes to the object or its hierarchy from the provided prefab instance and /// restore it to the exact copy of the linked prefab. /// </summary> /// <param name="obj">Prefab instance to revert to original state.</param> public static void RevertPrefab(SceneObject obj) { if (obj == null) { return; } IntPtr objPtr = obj.GetCachedPtr(); Internal_RevertPrefab(objPtr); }
/// <summary> /// Checks if a scene object has a prefab link. Scene objects with a prefab link will be automatically updated /// when their prefab changes in order to reflect its changes. /// </summary> /// <param name="obj">Scene object to check if it has a prefab link.</param> /// <returns>True if the object is a prefab instance (has a prefab link), false otherwise.</returns> public static bool IsPrefabInstance(SceneObject obj) { if (obj == null) { return(false); } IntPtr objPtr = obj.GetCachedPtr(); return(Internal_HasPrefabLink(objPtr)); }
/// <summary> /// Returns the root object of the prefab instance that this object belongs to, if any. /// </summary> /// <param name="obj">Scene object to retrieve the prefab parent for.</param> /// <returns>Prefab parent of the provided object, or null if the object is not part of a prefab instance.</returns> public static SceneObject GetPrefabParent(SceneObject obj) { if (obj == null) { return(null); } IntPtr objPtr = obj.GetCachedPtr(); return(Internal_GetPrefabParent(objPtr)); }
/// <summary> /// Records the current state of the provided scene object. /// </summary> /// <param name="so">Scene object to record the state for.</param> /// <param name="hierarchy">If true, state will be recorded for the scene object and all of its children. Otherwise /// the state will only be recorded for the provided scene object.</param> public SerializedSceneObject(SceneObject so, bool hierarchy) { IntPtr soPtr = IntPtr.Zero; if (so != null) { soPtr = so.GetCachedPtr(); } Internal_CreateInstance(this, soPtr, hierarchy); }
/// <summary> /// Checks is the provided scene object internal (hidden from normal user, used by internal engine systems). /// </summary> /// <param name="so">Scene object to check.</param> /// <returns>True if internal, false otherwise. </returns> public static bool IsInternal(SceneObject so) { if (so == null) { return(false); } IntPtr objPtr = so.GetCachedPtr(); return(Internal_IsInternal(objPtr)); }
/// <summary> /// Changes the parent of the scene object. Undo operation recorded in global undo/redo stack. /// </summary> /// <param name="so">Scene object to change the parent of.</param> /// <param name="parent">New parent.</param> /// <param name="description">Optional description of what exactly the command does.</param> public static void ReparentSO(SceneObject so, SceneObject parent, string description = "") { if (so != null) { IntPtr parentPtr = IntPtr.Zero; if (parent != null) { parentPtr = parent.GetCachedPtr(); } Internal_ReparentSO(so.GetCachedPtr(), parentPtr, description); } }
/// <summary> /// Returns the UUID of the prefab attached to the provided scene object. Only works on root prefab objects. /// </summary> /// <param name="obj">Scene object to retrieve the prefab UUID for.</param> /// <returns>Prefab UUID if the object is part of a prefab, null otherwise. </returns> public static UUID GetPrefabUUID(SceneObject obj) { if (obj == null) { return(UUID.Empty); } IntPtr objPtr = obj.GetCachedPtr(); UUID uuid; Internal_GetPrefabUUID(objPtr, out uuid); return(uuid); }
/// <summary> /// Updates the contents of the prefab with the contents of the provided prefab instance. If the provided object /// is not a prefab instance nothing happens. /// </summary> /// <param name="obj">Prefab instance whose prefab to update.</param> /// <param name="refreshScene">If true, all prefab instances in the current scene will be updated so they consistent /// with the newly saved data.</param> public static void ApplyPrefab(SceneObject obj, bool refreshScene = true) { if (obj == null) { return; } SceneObject prefabInstanceRoot = GetPrefabParent(obj); if (prefabInstanceRoot == null) { return; } if (refreshScene) { SceneObject root = Scene.Root; if (root != null) { Internal_RecordPrefabDiff(root.GetCachedPtr()); } } UUID prefabUUID = GetPrefabUUID(prefabInstanceRoot); string prefabPath = ProjectLibrary.GetPath(prefabUUID); Prefab prefab = ProjectLibrary.Load <Prefab>(prefabPath); if (prefab != null) { IntPtr soPtr = prefabInstanceRoot.GetCachedPtr(); IntPtr prefabPtr = prefab.GetCachedPtr(); Internal_ApplyPrefab(soPtr, prefabPtr); ProjectLibrary.Save(prefab); } if (refreshScene) { SceneObject root = Scene.Root; if (root != null) { Internal_UpdateFromPrefab(root.GetCachedPtr()); } } }
/// <summary> /// Deletes a scene object. /// </summary> /// <param name="so">Scene object to delete.</param> /// <param name="description">Optional description of what exactly the command does.</param> public static void DeleteSO(SceneObject so, string description = "") { if (so != null) Internal_DeleteSO(so.GetCachedPtr(), description); }
/// <summary> /// Creates a new prefab from the provided scene object. If the scene object has an existing prefab link it will /// be broken. After the prefab is created the scene object will be automatically linked to it. /// </summary> /// <param name="so">Scene object to generate the prefab for.</param> public Prefab(SceneObject so) { IntPtr soPtr = so.GetCachedPtr(); Internal_CreateInstance(this, soPtr); }
/// <summary> /// Creates a new prefab from the provided scene object. If the scene object has an existing prefab link it will /// be broken. After the prefab is created the scene object will be automatically linked to it. /// </summary> /// <param name="so">Scene object to generate the prefab for.</param> /// <param name="isScene">Determines if the prefab represents a scene or just a generic group of objects. /// <see cref="IsScene"/></param> public Prefab(SceneObject so, bool isScene = true) { IntPtr soPtr = so.GetCachedPtr(); Internal_CreateInstance(this, soPtr, isScene); }
/// <summary> /// Changes the parent of the scene object. /// </summary> /// <param name="so">Scene object to change the parent of.</param> /// <param name="parent">New parent.</param> /// <param name="description">Optional description of what exactly the command does.</param> public static void ReparentSO(SceneObject so, SceneObject parent, string description = "") { if (so != null) { IntPtr parentPtr = IntPtr.Zero; if (parent != null) parentPtr = parent.GetCachedPtr(); Internal_ReparentSO(so.GetCachedPtr(), parentPtr, description); } }
/// <summary> /// Changes the parent of a set of scene objects. /// </summary> /// <param name="so">Scene objects to change the parent of.</param> /// <param name="parent">New parent.</param> /// <param name="description">Optional description of what exactly the command does.</param> public static void ReparentSO(SceneObject[] so, SceneObject parent, string description = "") { if (so != null) { List<IntPtr> soPtrs = new List<IntPtr>(); for (int i = 0; i < so.Length; i++) { if (so[i] != null) soPtrs.Add(so[i].GetCachedPtr()); } if (soPtrs.Count > 0) { IntPtr parentPtr = IntPtr.Zero; if (parent != null) parentPtr = parent.GetCachedPtr(); Internal_ReparentSOMulti(soPtrs.ToArray(), parentPtr, description); } } }
/// <summary> /// Breaks the prefab link on the provided scene object and makes the operation undo-able. /// See <see cref="PrefabUtility.BreakPrefab"/>. /// </summary> /// <param name="so">Scene object whose prefab link to break.</param> /// <param name="description">Optional description of what exactly the command does.</param> public static void BreakPrefab(SceneObject so, string description = "") { if (so != null) Internal_BreakPrefab(so.GetCachedPtr(), description); }
/// <summary> /// Creates a new prefab from the provided scene object. If the scene object has an existing prefab link it will /// be broken. After the prefab is created the scene object will be automatically linked to it. /// </summary> /// <param name="so">Scene object to generate the prefab for.</param> /// <param name="isScene">Determines if the prefab represents a scene or just a generic group of objects. /// <see cref="IsScene"/></param> public Prefab(SceneObject so, bool isScene = true) { IntPtr soPtr = so.GetCachedPtr(); Internal_CreateInstance(this, soPtr, isScene); }
/// <summary> /// Returns the UUID of the prefab attached to the provided scene object. Only works on root prefab objects. /// </summary> /// <param name="obj">Scene object to retrieve the prefab UUID for.</param> /// <returns>Prefab UUID if the object is part of a prefab, null otherwise. </returns> public static string GetPrefabUUID(SceneObject obj) { if (obj == null) return null; IntPtr objPtr = obj.GetCachedPtr(); return Internal_GetPrefabUUID(objPtr); }
/// <summary> /// Records a state of the entire scene object at a specific point and allows you to restore it to its original /// values as needed. /// </summary> /// <param name="so">Scene object to record.</param> /// <param name="recordHierarchy">If true all children of this object will also be recorded.</param> /// <param name="description">Optional description of what exactly the command does.</param> public static void RecordSO(SceneObject so, bool recordHierarchy = false, string description = "") { if (so != null) Internal_RecordSO(so.GetCachedPtr(), description); }