#pragma once #include "BsCorePrerequisites.h" #include "BsGameObject.h" namespace BansheeEngine { /** * @brief Performs various prefab specific operations. */ class BS_CORE_EXPORT PrefabUtility { private: /** * @brief Contains saved Component instance data. */ struct ComponentProxy { GameObjectInstanceDataPtr instanceData; UINT32 linkId; }; /** * @brief Contains saved SceneObject instance data, as well as * saved instance data for all its children and components. */ struct SceneObjectProxy { GameObjectInstanceDataPtr instanceData; UINT32 linkId; Vector components; Vector children; }; public: /** * @brief 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. * * @param[in] so Object to revert. */ static void revertToPrefab(const HSceneObject& so); /** * @brief Updates all of the objects belonging to the same prefab instance * as the provided object (if any). The update will apply any changes * from the linked prefab to the hierarchy (if any). * * @param[in] so Object to update. */ static void updateFromPrefab(const HSceneObject& so); /** * @brief Generates prefab "link" ID that can be used for tracking which game object * in a prefab instance corresponds to an object in the prefab. * * @note If any children of the provided object belong to another prefab they will * not have IDs generated. */ static UINT32 generatePrefabIds(const HSceneObject& sceneObject, UINT32 startingId); /** * @brief Clears all prefab "link" IDs in the provided object and its children. * * @note If any of its children belong to another prefab they will not be cleared. */ static void clearPrefabIds(const HSceneObject& sceneObject, bool recursive = true); /** * @brief Updates the internal prefab diff data by recording the difference * between the current values in the provided prefab instance and its prefab. * * @note If the provided object contains any child prefab instances, this will be * done recursively for them as well. */ static void recordPrefabDiff(const HSceneObject& sceneObject); private: /** * @brief Traverses the object hierarchy, finds all child objects and components * and records their instance data, as well as their original place in the hierarchy. * Instance data essentially holds the object's "identity" and by restoring it we * ensure any handles pointing to the object earlier will still point to the new version. * * @param[in] so Object to traverse and record. * @param[out] output Contains the output hierarchy of instance data. * @param[out] linkedInstanceData A map of link IDs to instance data. Objects without * link IDs will not be included here. * * @note Does not recurse into child prefab instances. */ static void recordInstanceData(const HSceneObject& so, SceneObjectProxy& output, UnorderedMap& linkedInstanceData); /** * @brief Restores instance data in the provided hierarchy, using link ids to determine * what data maps to which objects. * * @param[in] so Object to traverse and restore the instance data. * @param[in] proxy Hierarchy containing instance data for all objects and components, returned by * "recordInstanceData" method. * @param[in] linkedInstanceData A map of link IDs to instance data, returned by "recordInstanceData" method. * * @note Does not recurse into child prefab instances. */ static void restoreLinkedInstanceData(const HSceneObject& so, SceneObjectProxy& proxy, UnorderedMap& linkedInstanceData); /** * @brief Restores instance data in the provided hierarchy, but only for objects without a link id. * Since the objects do not have a link ID we rely on their sequential order to find out * which instance data belongs to which object. * * @param[in] so Object to traverse and restore the instance data. * @param[in] proxy Hierarchy containing instance data for all objects and components, returned by * "recordInstanceData" method. * * @note Does not recurse into child prefab instances. */ static void restoreUnlinkedInstanceData(const HSceneObject& so, SceneObjectProxy& proxy); }; }