Fix old api usage for #4185
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@@ -233,7 +233,7 @@ namespace FlaxEditor.SceneGraph
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/// <returns>The points to use if the actor can be selected.</returns>
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public virtual Vector3[] GetActorSelectionPoints()
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{
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return Actor.EditorBox.GetCorners();
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return Actor.EditorBoundingBox.GetCorners();
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}
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/// <summary>
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@@ -555,7 +555,7 @@ namespace FlaxEditor.SceneGraph.Actors
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var options = Editor.Instance.Options.Options.General;
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if (options.AutoRebuildNavMesh)
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{
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Navigation.BuildNavMesh(collider.Box, options.AutoRebuildNavMeshTimeoutMs);
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Navigation.BuildNavMesh(collider.BoundingBox, options.AutoRebuildNavMeshTimeoutMs);
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}
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}
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}
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@@ -572,7 +572,7 @@ namespace FlaxEditor.SceneGraph.Actors
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var viewBounds = sceneContext.Viewport.ViewFrustum;
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foreach (var s in splines)
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{
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var contains = viewBounds.Contains(s.EditorBox);
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var contains = viewBounds.Contains(s.EditorBoundingBox);
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if (contains == ContainmentType.Contains || contains == ContainmentType.Intersects)
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result.Add(s);
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}
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@@ -319,7 +319,7 @@ namespace FlaxEditor.SceneGraph.Actors
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private void CreateSphere(StaticModel actor, Spawner spawner, bool singleNode)
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{
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var bounds = actor.Sphere;
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var bounds = actor.BoundingSphere;
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var collider = new SphereCollider
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{
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Transform = actor.Transform,
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@@ -336,10 +336,10 @@ namespace FlaxEditor.SceneGraph.Actors
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var collider = new CapsuleCollider
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{
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Transform = actor.Transform,
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Position = actor.Box.Center,
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Position = actor.BoundingBox.Center,
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// Size the capsule to best fit the actor
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Radius = (float)actor.Sphere.Radius / Mathf.Max((float)actor.Scale.MaxValue, 0.0001f) * 0.707f,
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Radius = (float)actor.BoundingSphere.Radius / Mathf.Max((float)actor.Scale.MaxValue, 0.0001f) * 0.707f,
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Height = 100f,
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};
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spawner(collider);
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