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@ -706,7 +706,7 @@ void CCryEditApp::OnFileSave()
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bool usePrefabSystemForLevels = false;
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AzFramework::ApplicationRequests::Bus::BroadcastResult(
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usePrefabSystemForLevels, &AzFramework::ApplicationRequests::IsPrefabSystemForLevelsEnabled);
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usePrefabSystemForLevels, &AzFramework::ApplicationRequests::IsPrefabSystemEnabled);
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if (!usePrefabSystemForLevels)
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{
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@ -2364,7 +2364,7 @@ void CCryEditApp::ExportLevel(bool bExportToGame, bool bExportTexture, bool bAut
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{
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bool usePrefabSystemForLevels = false;
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AzFramework::ApplicationRequests::Bus::BroadcastResult(
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usePrefabSystemForLevels, &AzFramework::ApplicationRequests::IsPrefabSystemForLevelsEnabled);
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usePrefabSystemForLevels, &AzFramework::ApplicationRequests::IsPrefabSystemEnabled);
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if (usePrefabSystemForLevels)
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{
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AZ_Assert(false, "Prefab system doesn't require level exports.");
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@ -2405,7 +2405,7 @@ bool CCryEditApp::UserExportToGame(bool bNoMsgBox)
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{
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bool usePrefabSystemForLevels = false;
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AzFramework::ApplicationRequests::Bus::BroadcastResult(
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usePrefabSystemForLevels, &AzFramework::ApplicationRequests::IsPrefabSystemForLevelsEnabled);
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usePrefabSystemForLevels, &AzFramework::ApplicationRequests::IsPrefabSystemEnabled);
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if (usePrefabSystemForLevels)
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{
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AZ_Assert(false, "Export Level should no longer exist.");
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@ -2453,7 +2453,7 @@ void CCryEditApp::ExportToGame(bool bNoMsgBox)
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{
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bool usePrefabSystemForLevels = false;
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AzFramework::ApplicationRequests::Bus::BroadcastResult(
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usePrefabSystemForLevels, &AzFramework::ApplicationRequests::IsPrefabSystemForLevelsEnabled);
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usePrefabSystemForLevels, &AzFramework::ApplicationRequests::IsPrefabSystemEnabled);
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if (usePrefabSystemForLevels)
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{
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AZ_Assert(false, "Prefab system no longer exports levels.");
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@ -2961,7 +2961,7 @@ CCryEditApp::ECreateLevelResult CCryEditApp::CreateLevel(const QString& levelNam
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{
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bool usePrefabSystemForLevels = false;
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AzFramework::ApplicationRequests::Bus::BroadcastResult(
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usePrefabSystemForLevels, &AzFramework::ApplicationRequests::IsPrefabSystemForLevelsEnabled);
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usePrefabSystemForLevels, &AzFramework::ApplicationRequests::IsPrefabSystemEnabled);
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// If we are creating a new level and we're in simulate mode, then switch it off before we do anything else
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if (GetIEditor()->GetGameEngine() && GetIEditor()->GetGameEngine()->GetSimulationMode())
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@ -3107,7 +3107,7 @@ bool CCryEditApp::CreateLevel(bool& wasCreateLevelOperationCancelled)
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{
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bool usePrefabSystemForLevels = false;
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AzFramework::ApplicationRequests::Bus::BroadcastResult(
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usePrefabSystemForLevels, &AzFramework::ApplicationRequests::IsPrefabSystemForLevelsEnabled);
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usePrefabSystemForLevels, &AzFramework::ApplicationRequests::IsPrefabSystemEnabled);
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if (!usePrefabSystemForLevels)
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{
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QString str = QObject::tr("Level %1 has been changed. Save Level?").arg(GetIEditor()->GetGameEngine()->GetLevelName());
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@ -3321,7 +3321,7 @@ CCryEditDoc* CCryEditApp::OpenDocumentFile(const char* filename, bool addToMostR
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bool usePrefabSystemForLevels = false;
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AzFramework::ApplicationRequests::Bus::BroadcastResult(
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usePrefabSystemForLevels, &AzFramework::ApplicationRequests::IsPrefabSystemForLevelsEnabled);
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usePrefabSystemForLevels, &AzFramework::ApplicationRequests::IsPrefabSystemEnabled);
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// If we are loading and we're in simulate mode, then switch it off before we do anything else
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if (GetIEditor()->GetGameEngine() && GetIEditor()->GetGameEngine()->GetSimulationMode())
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