Пример #1
0
        private void AddScripts(List <ScriptItem> items)
        {
            var actions = new List <IUndoAction>(4);

            for (int i = 0; i < items.Count; i++)
            {
                var item       = items[i];
                var scriptName = item.ScriptName;
                var scriptType = ScriptsBuilder.FindScript(scriptName);
                if (scriptType == null)
                {
                    Editor.LogError("Invalid script type " + scriptName);
                    return;
                }

                var actors = ScriptsEditor.ParentEditor.Values;
                for (int j = 0; j < actors.Count; j++)
                {
                    var actor = (Actor)actors[j];
                    actions.Add(AddRemoveScript.Add(actor, scriptType));
                }
            }

            if (actions.Count == 0)
            {
                Editor.LogWarning("Failed to spawn scripts");
                return;
            }

            var multiAction = new MultiUndoAction(actions);

            multiAction.Do();
            Editor.Instance.Undo.AddAction(multiAction);
        }
Пример #2
0
        /// <summary>
        /// Deletes selected objects.
        /// </summary>
        public void Delete()
        {
            // Peek things that can be removed
            var objects = Selection.Where(x => x.CanDelete && x != Graph.Main).ToList().BuildAllNodes().Where(x => x.CanDelete).ToList();

            if (objects.Count == 0)
            {
                return;
            }

            // Change selection
            var action1 = new SelectionChangeAction(Selection.ToArray(), new SceneGraphNode[0], OnSelectionUndo);

            // Delete objects
            var action2 = new CustomDeleteActorsAction(objects);

            // Merge actions and perform them
            var action = new MultiUndoAction(new IUndoAction[]
            {
                action1,
                action2
            }, action2.ActionString);

            action.Do();
            Undo.AddAction(action);
        }
Пример #3
0
        private void AddScripts(List <ScriptType> items)
        {
            var actions = new List <IUndoAction>(4);

            for (int i = 0; i < items.Count; i++)
            {
                var scriptType = items[i];
                var actors     = ScriptsEditor.ParentEditor.Values;
                for (int j = 0; j < actors.Count; j++)
                {
                    var actor = (Actor)actors[j];
                    actions.Add(AddRemoveScript.Add(actor, scriptType));
                }
            }

            if (actions.Count == 0)
            {
                Editor.LogWarning("Failed to spawn scripts");
                return;
            }

            var multiAction = new MultiUndoAction(actions);

            multiAction.Do();
            ScriptsEditor.Presenter?.Undo.AddAction(multiAction);
        }
Пример #4
0
        /// <summary>
        /// Deletes the selected objects. Supports undo/redo.
        /// </summary>
        public void Delete()
        {
            // Peek things that can be removed
            var objects = Selection.Where(x => x.CanDelete).ToList().BuildAllNodes().Where(x => x.CanDelete).ToList();

            if (objects.Count == 0)
            {
                return;
            }

            // Change selection
            var action1 = new SelectionChangeAction(Selection.ToArray(), new SceneGraphNode[0]);

            // Delete objects
            var action2 = new DeleteActorsAction(objects);

            // Merge two actions and perform them
            var action = new MultiUndoAction(new IUndoAction[] { action1, action2 }, action2.ActionString);

            action.Do();
            Undo.AddAction(action);

            // Auto CSG mesh rebuild
            foreach (var obj in objects)
            {
                if (obj is ActorNode node && node.Actor is BoxBrush)
                {
                    node.Actor.Scene.BuildCSG();
                }
            }
        }
Пример #5
0
            /// <inheritdoc />
            public override DragDropEffect OnDragDrop(ref Vector2 location, DragData data)
            {
                var result = base.OnDragDrop(ref location, data);

                if (_dragScripts.HasValidDrag)
                {
                    result = _dragScripts.Effect;

                    var actions = new List <IUndoAction>(4);

                    for (int i = 0; i < _dragScripts.Objects.Count; i++)
                    {
                        var item       = _dragScripts.Objects[i];
                        var scriptName = item.ScriptName;
                        var scriptType = ScriptsBuilder.FindScript(scriptName);

                        var actors = ScriptsEditor.ParentEditor.Values;
                        for (int j = 0; j < actors.Count; j++)
                        {
                            var actor = (Actor)actors[j];
                            actions.Add(AddRemoveScript.Add(actor, scriptType));
                        }
                    }

                    var multiAction = new MultiUndoAction(actions);
                    multiAction.Do();
                    Editor.Instance.Undo.AddAction(multiAction);
                }

                _dragScripts.OnDragDrop();

                return(result);
            }
Пример #6
0
        /// <summary>
        /// Deletes the selected objects. Supports undo/redo.
        /// </summary>
        public void Delete()
        {
            // Peek things that can be removed
            var objects = Selection.Where(x => x.CanDelete).ToList().BuildAllNodes().Where(x => x.CanDelete).ToList();

            if (objects.Count == 0)
            {
                return;
            }

            bool isPlayMode = Editor.StateMachine.IsPlayMode;

            SelectionDeleteBegin?.Invoke();

            // Change selection
            var action1 = new SelectionChangeAction(Selection.ToArray(), new SceneGraphNode[0], OnSelectionUndo);

            // Delete objects
            var action2 = new DeleteActorsAction(objects);

            // Merge two actions and perform them
            var action = new MultiUndoAction(new IUndoAction[]
            {
                action1,
                action2
            }, action2.ActionString);

            action.Do();
            Undo.AddAction(action);

            SelectionDeleteEnd?.Invoke();

            var options = Editor.Options.Options;

            // Auto CSG mesh rebuild
            if (!isPlayMode && options.General.AutoRebuildCSG)
            {
                foreach (var obj in objects)
                {
                    if (obj is ActorNode node && node.Actor is BoxBrush)
                    {
                        node.Actor.Scene.BuildCSG(options.General.AutoRebuildCSGTimeoutMs);
                    }
                }
            }

            // Auto NavMesh rebuild
            if (!isPlayMode && options.General.AutoRebuildNavMesh)
            {
                foreach (var obj in objects)
                {
                    if (obj is ActorNode node && node.Actor.Scene && (node.Actor.StaticFlags & StaticFlags.Navigation) == StaticFlags.Navigation)
                    {
                        var bounds = node.Actor.BoxWithChildren;
                        node.Actor.Scene.BuildNavMesh(bounds, options.General.AutoRebuildNavMeshTimeoutMs);
                    }
                }
            }
        }
Пример #7
0
        /// <summary>
        /// Spawns the specified actor to the game (with undo).
        /// </summary>
        /// <param name="actor">The actor.</param>
        /// <param name="parent">The parent actor. Set null as default.</param>
        /// <param name="autoSelect">True if automatically select the spawned actor, otherwise false.</param>
        public void Spawn(Actor actor, Actor parent = null, bool autoSelect = true)
        {
            bool isPlayMode = Editor.StateMachine.IsPlayMode;

            if (Level.IsAnySceneLoaded == false)
            {
                throw new InvalidOperationException("Cannot spawn actor when no scene is loaded.");
            }

            SpawnBegin?.Invoke();

            // Add it
            Level.SpawnActor(actor, parent);

            // Peek spawned node
            var actorNode = Editor.Instance.Scene.GetActorNode(actor);

            if (actorNode == null)
            {
                throw new InvalidOperationException("Failed to create scene node for the spawned actor.");
            }

            // During play in editor mode spawned actors should be dynamic (user can move them)
            if (isPlayMode)
            {
                actor.StaticFlags = StaticFlags.None;
            }

            // Call post spawn action (can possibly setup custom default values)
            actorNode.PostSpawn();

            // Create undo action
            IUndoAction action = new DeleteActorsAction(new List <SceneGraphNode>(1)
            {
                actorNode
            }, true);

            if (autoSelect)
            {
                var before = Selection.ToArray();
                Selection.Clear();
                Selection.Add(actorNode);
                OnSelectionChanged();
                action = new MultiUndoAction(action, new SelectionChangeAction(before, Selection.ToArray(), OnSelectionUndo));
            }
            Undo.AddAction(action);

            // Mark scene as dirty
            Editor.Scene.MarkSceneEdited(actor.Scene);

            SpawnEnd?.Invoke();

            OnDirty(actorNode);
        }
Пример #8
0
        /// <summary>
        /// Deletes the selected objects. Supports undo/redo.
        /// </summary>
        public void Delete()
        {
            // Peek things that can be removed
            var objects = Selection.Where(x => x.CanDelete).ToList().BuildAllNodes().Where(x => x.CanDelete).ToList();

            if (objects.Count == 0)
            {
                return;
            }
            var isSceneTreeFocus = Editor.Windows.SceneWin.ContainsFocus;

            SelectionDeleteBegin?.Invoke();

            // Change selection
            var action1 = new SelectionChangeAction(Selection.ToArray(), new SceneGraphNode[0], OnSelectionUndo);

            // Delete objects
            var action2 = new DeleteActorsAction(objects);

            // Merge two actions and perform them
            var action = new MultiUndoAction(new IUndoAction[]
            {
                action1,
                action2
            }, action2.ActionString);

            action.Do();
            Undo.AddAction(action);

            SelectionDeleteEnd?.Invoke();

            OnDirty(objects);

            if (isSceneTreeFocus)
            {
                Editor.Windows.SceneWin.Focus();
            }
        }
Пример #9
0
        /// <summary>
        /// Converts the selected actor to another type.
        /// </summary>
        /// <param name="to">The type to convert in.</param>
        public void Convert(Type to)
        {
            if (!Editor.SceneEditing.HasSthSelected || !(Editor.SceneEditing.Selection[0] is ActorNode))
                return;

            if (Level.IsAnySceneLoaded == false)
                throw new InvalidOperationException("Cannot spawn actor when no scene is loaded.");

            var actionList = new IUndoAction[4];
            Actor old = ((ActorNode)Editor.SceneEditing.Selection[0]).Actor;
            Actor actor = (Actor)FlaxEngine.Object.New(to);
            var parent = old.Parent;
            var orderInParent = old.OrderInParent;

            SelectionDeleteBegin?.Invoke();

            actionList[0] = new SelectionChangeAction(Selection.ToArray(), new SceneGraphNode[0], OnSelectionUndo);
            actionList[0].Do();

            actionList[1] = new DeleteActorsAction(new List<SceneGraphNode>
            {
                Editor.Instance.Scene.GetActorNode(old)
            });
            actionList[1].Do();

            SelectionDeleteEnd?.Invoke();

            SpawnBegin?.Invoke();

            // Copy properties
            actor.Transform = old.Transform;
            actor.StaticFlags = old.StaticFlags;
            actor.HideFlags = old.HideFlags;
            actor.Layer = old.Layer;
            actor.Tag = old.Tag;
            actor.Name = old.Name;
            actor.IsActive = old.IsActive;

            // Spawn actor
            Level.SpawnActor(actor, parent);
            if (parent != null)
                actor.OrderInParent = orderInParent;
            if (Editor.StateMachine.IsPlayMode)
                actor.StaticFlags = StaticFlags.None;

            // Move children
            for (var i = old.ScriptsCount - 1; i >= 0; i--)
            {
                var script = old.Scripts[i];
                script.Actor = actor;
                Guid newid = Guid.NewGuid();
                FlaxEngine.Object.Internal_ChangeID(FlaxEngine.Object.GetUnmanagedPtr(script), ref newid);
            }
            for (var i = old.Children.Length - 1; i >= 0; i--)
            {
                old.Children[i].Parent = actor;
            }

            var actorNode = Editor.Instance.Scene.GetActorNode(actor);
            if (actorNode == null)
                throw new InvalidOperationException("Failed to create scene node for the spawned actor.");

            actorNode.PostSpawn();
            Editor.Scene.MarkSceneEdited(actor.Scene);

            actionList[2] = new DeleteActorsAction(new List<SceneGraphNode>
            {
                actorNode
            }, true);

            actionList[3] = new SelectionChangeAction(new SceneGraphNode[0], new SceneGraphNode[] { actorNode }, OnSelectionUndo);
            actionList[3].Do();

            var actions = new MultiUndoAction(actionList);
            Undo.AddAction(actions);

            SpawnEnd?.Invoke();

            OnDirty(actorNode);
        }