mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-03 20:40:35 +00:00
Adjusts getUtilizedAssets writeout so it more consistently prints out the dependent assets
Adds handling for prefabs with getUtilizedAssets
This commit is contained in:
parent
0b954459a3
commit
c5bccd8ff4
5 changed files with 27 additions and 6 deletions
|
|
@ -558,6 +558,19 @@ bool Prefab::buildExportPolyList(ColladaUtils::ExportData* exportData, const Box
|
|||
return true;
|
||||
}
|
||||
|
||||
void Prefab::getUtilizedAssets(Vector<StringTableEntry>* usedAssetsList)
|
||||
{
|
||||
Vector<SceneObject*> foundObjects;
|
||||
mChildGroup->findObjectByType(foundObjects);
|
||||
|
||||
for (S32 i = 0; i < foundObjects.size(); i++)
|
||||
{
|
||||
SceneObject* child = foundObjects[i];
|
||||
|
||||
child->getUtilizedAssets(usedAssetsList);
|
||||
}
|
||||
}
|
||||
|
||||
ExplodePrefabUndoAction::ExplodePrefabUndoAction( Prefab *prefab )
|
||||
: UndoAction( "Explode Prefab" )
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue