Exemple #1
0
	MonoObject* ScriptPrefab::internal_Instantiate(ScriptPrefab* thisPtr)
	{
		HPrefab prefab = thisPtr->getHandle();

		HSceneObject instance = prefab->instantiate();
		ScriptSceneObject* scriptInstance = ScriptGameObjectManager::instance().getOrCreateScriptSceneObject(instance);

		return scriptInstance->getManagedInstance();
	}
	void PrefabUtility::revertToPrefab(const HSceneObject& so)
	{
		String prefabLinkUUID = so->getPrefabLink();
		HPrefab prefabLink = static_resource_cast<Prefab>(gResources().loadFromUUID(prefabLinkUUID, false, false));

		if (prefabLink == nullptr)
			return;

		// Save IDs, destroy original, create new, restore IDs
		SceneObjectProxy soProxy;
		UnorderedMap<UINT32, GameObjectInstanceDataPtr> linkedInstanceData;
		recordInstanceData(so, soProxy, linkedInstanceData);

		HSceneObject parent = so->getParent();

		// This will destroy the object but keep it in the parent's child list
		HSceneObject currentSO = so;
		so->destroyInternal(currentSO, true);

		HSceneObject newInstance = prefabLink->instantiate();
		newInstance->mParent = parent;

		restoreLinkedInstanceData(newInstance, soProxy, linkedInstanceData);
	}