Deprecate IsPrefabSystemForLevelsEnabled and use IsPrefabSystemEnabled everywhere (#7327)

Signed-off-by: srikappa-amzn <82230713+srikappa-amzn@users.noreply.github.com>
This commit is contained in:
srikappa-amzn
2022-02-01 13:37:47 -08:00
committed by GitHub
parent 31f39930af
commit fd20b028a6
16 changed files with 28 additions and 26 deletions
+7 -7
View File
@@ -706,7 +706,7 @@ void CCryEditApp::OnFileSave()
bool usePrefabSystemForLevels = false;
AzFramework::ApplicationRequests::Bus::BroadcastResult(
usePrefabSystemForLevels, &AzFramework::ApplicationRequests::IsPrefabSystemForLevelsEnabled);
usePrefabSystemForLevels, &AzFramework::ApplicationRequests::IsPrefabSystemEnabled);
if (!usePrefabSystemForLevels)
{
@@ -2364,7 +2364,7 @@ void CCryEditApp::ExportLevel(bool bExportToGame, bool bExportTexture, bool bAut
{
bool usePrefabSystemForLevels = false;
AzFramework::ApplicationRequests::Bus::BroadcastResult(
usePrefabSystemForLevels, &AzFramework::ApplicationRequests::IsPrefabSystemForLevelsEnabled);
usePrefabSystemForLevels, &AzFramework::ApplicationRequests::IsPrefabSystemEnabled);
if (usePrefabSystemForLevels)
{
AZ_Assert(false, "Prefab system doesn't require level exports.");
@@ -2405,7 +2405,7 @@ bool CCryEditApp::UserExportToGame(bool bNoMsgBox)
{
bool usePrefabSystemForLevels = false;
AzFramework::ApplicationRequests::Bus::BroadcastResult(
usePrefabSystemForLevels, &AzFramework::ApplicationRequests::IsPrefabSystemForLevelsEnabled);
usePrefabSystemForLevels, &AzFramework::ApplicationRequests::IsPrefabSystemEnabled);
if (usePrefabSystemForLevels)
{
AZ_Assert(false, "Export Level should no longer exist.");
@@ -2453,7 +2453,7 @@ void CCryEditApp::ExportToGame(bool bNoMsgBox)
{
bool usePrefabSystemForLevels = false;
AzFramework::ApplicationRequests::Bus::BroadcastResult(
usePrefabSystemForLevels, &AzFramework::ApplicationRequests::IsPrefabSystemForLevelsEnabled);
usePrefabSystemForLevels, &AzFramework::ApplicationRequests::IsPrefabSystemEnabled);
if (usePrefabSystemForLevels)
{
AZ_Assert(false, "Prefab system no longer exports levels.");
@@ -2961,7 +2961,7 @@ CCryEditApp::ECreateLevelResult CCryEditApp::CreateLevel(const QString& levelNam
{
bool usePrefabSystemForLevels = false;
AzFramework::ApplicationRequests::Bus::BroadcastResult(
usePrefabSystemForLevels, &AzFramework::ApplicationRequests::IsPrefabSystemForLevelsEnabled);
usePrefabSystemForLevels, &AzFramework::ApplicationRequests::IsPrefabSystemEnabled);
// If we are creating a new level and we're in simulate mode, then switch it off before we do anything else
if (GetIEditor()->GetGameEngine() && GetIEditor()->GetGameEngine()->GetSimulationMode())
@@ -3107,7 +3107,7 @@ bool CCryEditApp::CreateLevel(bool& wasCreateLevelOperationCancelled)
{
bool usePrefabSystemForLevels = false;
AzFramework::ApplicationRequests::Bus::BroadcastResult(
usePrefabSystemForLevels, &AzFramework::ApplicationRequests::IsPrefabSystemForLevelsEnabled);
usePrefabSystemForLevels, &AzFramework::ApplicationRequests::IsPrefabSystemEnabled);
if (!usePrefabSystemForLevels)
{
QString str = QObject::tr("Level %1 has been changed. Save Level?").arg(GetIEditor()->GetGameEngine()->GetLevelName());
@@ -3321,7 +3321,7 @@ CCryEditDoc* CCryEditApp::OpenDocumentFile(const char* filename, bool addToMostR
bool usePrefabSystemForLevels = false;
AzFramework::ApplicationRequests::Bus::BroadcastResult(
usePrefabSystemForLevels, &AzFramework::ApplicationRequests::IsPrefabSystemForLevelsEnabled);
usePrefabSystemForLevels, &AzFramework::ApplicationRequests::IsPrefabSystemEnabled);
// If we are loading and we're in simulate mode, then switch it off before we do anything else
if (GetIEditor()->GetGameEngine() && GetIEditor()->GetGameEngine()->GetSimulationMode())