MonoObject* ScriptEditorApplication::internal_SaveScene(MonoString* path)
	{
		Path nativePath = MonoUtil::monoToString(path);
		HSceneObject sceneRoot = gSceneManager().getRootNode();
		
		SPtr<ProjectResourceMeta> resMeta = gProjectLibrary().findResourceMeta(nativePath);
		HPrefab scene;
		if (resMeta != nullptr)
		{
			if (resMeta->getTypeID() != TID_Prefab)
				return nullptr;

			scene = static_resource_cast<Prefab>(gProjectLibrary().load(nativePath));
			scene->update(sceneRoot);

			gProjectLibrary().saveEntry(scene);
		}
		else
		{
			scene = Prefab::create(sceneRoot);
			gProjectLibrary().createEntry(scene, nativePath);
		}

		ScriptResourceBase* scriptPrefab = ScriptResourceManager::instance().getScriptResource(scene, true);
		return scriptPrefab->getManagedInstance();
	}
示例#2
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	MonoObject* ScriptPrefab::internal_Instantiate(ScriptPrefab* thisPtr)
	{
		HPrefab prefab = thisPtr->getHandle();

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

		return scriptInstance->getManagedInstance();
	}
示例#3
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	MonoObject* ScriptUndoRedo::internal_Instantiate(ScriptPrefab* prefabPtr, MonoString* description)
	{
		HPrefab prefab = prefabPtr->getHandle();
		if (!prefab.isLoaded())
			return nullptr;

		WString nativeDescription = MonoUtil::monoToWString(description);
		HSceneObject clone = CmdInstantiateSO::execute(prefab, nativeDescription);

		ScriptSceneObject* cloneSoPtr = ScriptGameObjectManager::instance().getOrCreateScriptSceneObject(clone);
		return cloneSoPtr->getManagedInstance();
	}
示例#4
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	HPrefab Prefab::create(const HSceneObject& sceneObject)
	{
		SPtr<Prefab> newPrefab = createEmpty();
		newPrefab->initialize(sceneObject);

		HPrefab handle = static_resource_cast<Prefab>(gResources()._createResourceHandle(newPrefab));
		newPrefab->mUUID = handle.getUUID();
		sceneObject->mPrefabLinkUUID = newPrefab->mUUID;
		newPrefab->_getRoot()->mPrefabLinkUUID = newPrefab->mUUID;

		return handle;
	}
	void ScriptPrefabUtility::internal_applyPrefab(ScriptSceneObject* nativeInstance)
	{
		if (ScriptSceneObject::checkIfDestroyed(nativeInstance))
			return;

		String prefabLinkUUID = nativeInstance->getNativeSceneObject()->getPrefabLink();
		HPrefab prefab = static_resource_cast<Prefab>(gResources().loadFromUUID(prefabLinkUUID, false, false));

		if (prefab != nullptr)
			prefab->update(nativeInstance->getNativeSceneObject());

		gResources().save(prefab);
	}
示例#6
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	HPrefab Prefab::create(const HSceneObject& sceneObject, bool isScene)
	{
		SPtr<Prefab> newPrefab = createEmpty();
		newPrefab->mIsScene = isScene;

		PrefabUtility::clearPrefabIds(sceneObject, true, false);
		newPrefab->initialize(sceneObject);

		HPrefab handle = static_resource_cast<Prefab>(gResources()._createResourceHandle(newPrefab));
		newPrefab->mUUID = handle.getUUID();
		sceneObject->mPrefabLinkUUID = newPrefab->mUUID;
		newPrefab->_getRoot()->mPrefabLinkUUID = newPrefab->mUUID;

		return handle;
	}
	void PrefabUtility::recordPrefabDiff(const HSceneObject& sceneObject)
	{
		HSceneObject topLevelObject = sceneObject;

		while (topLevelObject != nullptr)
		{
			if (!topLevelObject->mPrefabLinkUUID.empty())
				break;

			if (topLevelObject->mParent != nullptr)
				topLevelObject = topLevelObject->mParent;
			else
				topLevelObject = nullptr;
		}

		if (topLevelObject == nullptr)
			topLevelObject = sceneObject;

		Stack<HSceneObject> todo;
		todo.push(topLevelObject);

		while (!todo.empty())
		{
			HSceneObject current = todo.top();
			todo.pop();

			if (!current->mPrefabLinkUUID.empty())
			{
				current->mPrefabDiff = nullptr;

				HPrefab prefabLink = static_resource_cast<Prefab>(gResources().loadFromUUID(current->mPrefabLinkUUID, false, false));
				if (prefabLink.isLoaded(false))
					current->mPrefabDiff = PrefabDiff::create(prefabLink->_getRoot(), current->getHandle());
			}

			UINT32 childCount = current->getNumChildren();
			for (UINT32 i = 0; i < childCount; i++)
			{
				HSceneObject child = current->getChild(i);
				todo.push(child);
			}
		}

		gResources().unloadAllUnused();
	}
	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);
	}
	void PrefabUtility::updateFromPrefab(const HSceneObject& so)
	{
		HSceneObject topLevelObject = so;

		while (topLevelObject != nullptr)
		{
			if (!topLevelObject->mPrefabLinkUUID.empty())
				break;

			if (topLevelObject->mParent != nullptr)
				topLevelObject = topLevelObject->mParent;
			else
				topLevelObject = nullptr;
		}

		Stack<HSceneObject> todo;
		todo.push(topLevelObject);

		// Find any prefab instances
		Vector<HSceneObject> prefabInstanceRoots;

		while (!todo.empty())
		{
			HSceneObject current = todo.top();
			todo.pop();

			if (!current->mPrefabLinkUUID.empty())
				prefabInstanceRoots.push_back(current);

			UINT32 childCount = current->getNumChildren();
			for (UINT32 i = 0; i < childCount; i++)
			{
				HSceneObject child = current->getChild(i);
				todo.push(child);
			}
		}

		// Stores data about the new prefab instance and its original parent and link id
		// (as those aren't stored in the prefab diff)
		struct RestoredPrefabInstance
		{
			HSceneObject newInstance;
			HSceneObject originalParent;
			SPtr<PrefabDiff> diff;
			UINT32 originalLinkId;
		};

		Vector<RestoredPrefabInstance> newPrefabInstanceData;

		// For each prefab instance load its reference prefab from the disk and check if it changed. If it has changed
		// instantiate the prefab and destroy the current instance. Then apply instance specific changes stored in a
		// prefab diff, if any, as well as restore the original parent and link id (link id of the root prefab instance
		// belongs to the parent prefab if any). Finally fix any handles pointing to the old objects so that they now point
		// to the newly instantiated objects. To the outside world it should be transparent that we just destroyed and then
		// re-created from scratch the entire hierarchy.

		// Need to do this bottom up to ensure I don't destroy the parents before children
		for (auto iter = prefabInstanceRoots.rbegin(); iter != prefabInstanceRoots.rend(); ++iter)
		{
			HSceneObject current = *iter;
			HPrefab prefabLink = static_resource_cast<Prefab>(gResources().loadFromUUID(current->mPrefabLinkUUID, false, false));

			if (prefabLink.isLoaded(false) && prefabLink->getHash() != current->mPrefabHash)
			{
				// Save IDs, destroy original, create new, restore IDs
				SceneObjectProxy soProxy;
				UnorderedMap<UINT32, GameObjectInstanceDataPtr> linkedInstanceData;
				recordInstanceData(current, soProxy, linkedInstanceData);

				HSceneObject parent = current->getParent();
				SPtr<PrefabDiff> prefabDiff = current->mPrefabDiff;

				current->destroy(true);
				HSceneObject newInstance = prefabLink->_clone();

				// When restoring instance IDs it is important to make all the new handles point to the old GameObjectInstanceData.
				// This is because old handles will have different GameObjectHandleData and we have no easy way of accessing it to
				// change to which GameObjectInstanceData it points. But the GameObjectManager ensures that all handles deserialized
				// at once (i.e. during the ::instantiate() call above) will share GameObjectHandleData so we can simply replace
				// to what they point to, affecting all of the handles to that object. (In another words, we can modify the
				// new handles at this point, but old ones must keep referencing what they already were.)
				restoreLinkedInstanceData(newInstance, soProxy, linkedInstanceData);
				restoreUnlinkedInstanceData(newInstance, soProxy);

				newPrefabInstanceData.push_back({ newInstance, parent, prefabDiff, newInstance->getLinkId() });
			}
		}

		// Once everything is instantiated, apply diffs, restore old parents & link IDs for root.
		for (auto& entry : newPrefabInstanceData)
		{
			// Diffs must be applied after everything is instantiated and instance data restored since it may contain
			// game object handles within or external to its prefab instance.
			if (entry.diff != nullptr)
				entry.diff->apply(entry.newInstance);

			entry.newInstance->mPrefabDiff = entry.diff;

			entry.newInstance->setParent(entry.originalParent, false);
			entry.newInstance->mLinkId = entry.originalLinkId;
		}

		gResources().unloadAllUnused();
	}
示例#10
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	bool ScriptPrefab::internal_IsScene(ScriptPrefab* thisPtr)
	{
		HPrefab prefab = thisPtr->getHandle();
		return prefab->isScene();
	}