//********************************** Banshee Engine (www.banshee3d.com) **************************************************//
//**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************//
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Text;
using System.Threading.Tasks;
using BansheeEngine;
namespace BansheeEditor
{
///
/// Performs various prefab specific operations.
///
public static class PrefabUtility
{
///
/// 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.
///
/// Prefab instance whose link to break.
public static void BreakPrefab(SceneObject obj)
{
if (obj == null)
return;
IntPtr objPtr = obj.GetCachedPtr();
Internal_BreakPrefab(objPtr);
}
///
/// 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.
///
/// Prefab instance whose prefab to update.
public static void ApplyPrefab(SceneObject obj)
{
if (obj == null)
return;
IntPtr objPtr = obj.GetCachedPtr();
Internal_ApplyPrefab(objPtr);
}
///
/// 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.
///
/// Prefab instance to revert to original state.
public static void RevertPrefab(SceneObject obj)
{
if (obj == null)
return;
IntPtr objPtr = obj.GetCachedPtr();
Internal_RevertPrefab(objPtr);
}
///
/// 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.
///
/// Scene object to check if it has a prefab link.
/// True if the object is a prefab instance (has a prefab link), false otherwise.
public static bool IsPrefabInstance(SceneObject obj)
{
if (obj == null)
return false;
IntPtr objPtr = obj.GetCachedPtr();
return Internal_HasPrefabLink(objPtr);
}
///
/// Returns the root object of the prefab instance that this object belongs to, if any.
///
/// Scene object to retrieve the prefab parent for.
/// Prefab parent of the provided object, or null if the object is not part of a prefab instance.
public static SceneObject GetPrefabParent(SceneObject obj)
{
if (obj == null)
return null;
IntPtr objPtr = obj.GetCachedPtr();
return Internal_GetPrefabParent(objPtr);
}
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_BreakPrefab(IntPtr nativeInstance);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_ApplyPrefab(IntPtr nativeInstance);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_RevertPrefab(IntPtr nativeInstance);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern bool Internal_HasPrefabLink(IntPtr nativeInstance);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern SceneObject Internal_GetPrefabParent(IntPtr nativeInstance);
}
}