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- #pragma once
- #include "BsCorePrerequisites.h"
- #include "BsRTTIType.h"
- #include "BsPrefab.h"
- #include "BsSceneObject.h"
- namespace BansheeEngine
- {
- /** @cond RTTI */
- /** @addtogroup RTTI-Impl-Core
- * @{
- */
- class BS_CORE_EXPORT PrefabRTTI : public RTTIType < Prefab, Resource, PrefabRTTI >
- {
- private:
- SceneObjectPtr getSceneObject(Prefab* obj) { return obj->mRoot.getInternalPtr(); }
- void setSceneObject(Prefab* obj, SceneObjectPtr value) { obj->mRoot = value->getHandle(); }
- UINT32& getHash(Prefab* obj) { return obj->mHash; }
- void setHash(Prefab* obj, UINT32& val) { obj->mHash = val; }
- UINT32& getNextLinkId(Prefab* obj) { return obj->mNextLinkId; }
- void setNextLinkId(Prefab* obj, UINT32& val) { obj->mNextLinkId = val; }
- public:
- PrefabRTTI()
- {
- addReflectablePtrField("mRoot", 0, &PrefabRTTI::getSceneObject, &PrefabRTTI::setSceneObject);
- addPlainField("mHash", 1, &PrefabRTTI::getHash, &PrefabRTTI::setHash);
- addPlainField("mNextLinkId", 2, &PrefabRTTI::getNextLinkId, &PrefabRTTI::setNextLinkId);
- }
- void onDeserializationStarted(IReflectable* ptr) override
- {
- // Make sure external IDs are broken because we do some ID matching when dealing with prefabs and keeping
- // the invalid external references could cause it to match invalid objects in case they end up having the
- // same ID.
- GameObjectManager::instance().setDeserializationMode(GODM_UseNewIds | GODM_BreakExternal);
- }
- const String& getRTTIName() override
- {
- static String name = "Prefab";
- return name;
- }
- UINT32 getRTTIId() override
- {
- return TID_Prefab;
- }
- std::shared_ptr<IReflectable> newRTTIObject() override
- {
- return Prefab::createEmpty();
- }
- };
- /** @} */
- /** @endcond */
- }
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