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https://github.com/TorqueGameEngines/Torque3D.git
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Converts precipitationData to use sound asset macros
Adds handling for soundProfile fields and lookups of sound assets by SFXProfile name in project importer
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4 changed files with 58 additions and 28 deletions
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@ -34,8 +34,9 @@
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#endif
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#include "T3D/assets/ImageAsset.h"
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#include "T3D/assets/SoundAsset.h"
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class SFXTrack;
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//class SFXTrack;
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class SFXSource;
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//--------------------------------------------------------------------------
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@ -45,30 +46,32 @@ class PrecipitationData : public GameBaseData
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typedef GameBaseData Parent;
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public:
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SFXTrack* soundProfile;
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//SFXTrack* soundProfile;
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DECLARE_SOUNDASSET(PrecipitationData, Sound);
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DECLARE_SOUNDASSET_SETGET(PrecipitationData, Sound);
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DECLARE_IMAGEASSET(PrecipitationData, Drop, onDropChanged, GFXStaticTextureSRGBProfile); ///< Texture for drop particles
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DECLARE_IMAGEASSET_SETGET(PrecipitationData, Drop);
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DECLARE_IMAGEASSET(PrecipitationData, Drop, onDropChanged, GFXStaticTextureSRGBProfile); ///< Texture for drop particles
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DECLARE_IMAGEASSET_SETGET(PrecipitationData, Drop);
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StringTableEntry mDropShaderName; ///< The name of the shader used for raindrops
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StringTableEntry mDropShaderName; ///< The name of the shader used for raindrops
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DECLARE_IMAGEASSET(PrecipitationData, Splash, onSplashChanged, GFXStaticTextureSRGBProfile); ///< Texture for splash particles
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DECLARE_IMAGEASSET_SETGET(PrecipitationData, Splash);
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DECLARE_IMAGEASSET(PrecipitationData, Splash, onSplashChanged, GFXStaticTextureSRGBProfile); ///< Texture for splash particles
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DECLARE_IMAGEASSET_SETGET(PrecipitationData, Splash);
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StringTableEntry mSplashShaderName; ///< The name of the shader used for raindrops
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StringTableEntry mSplashShaderName; ///< The name of the shader used for raindrops
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S32 mDropsPerSide; ///< How many drops are on a side of the raindrop texture.
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S32 mSplashesPerSide; ///< How many splash are on a side of the splash texture.
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S32 mDropsPerSide; ///< How many drops are on a side of the raindrop texture.
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S32 mSplashesPerSide; ///< How many splash are on a side of the splash texture.
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PrecipitationData();
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DECLARE_CONOBJECT(PrecipitationData);
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bool preload( bool server, String& errorStr );
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static void initPersistFields();
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virtual void packData(BitStream* stream);
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virtual void unpackData(BitStream* stream);
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PrecipitationData();
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DECLARE_CONOBJECT(PrecipitationData);
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bool preload( bool server, String& errorStr );
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static void initPersistFields();
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virtual void packData(BitStream* stream);
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virtual void unpackData(BitStream* stream);
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void onDropChanged() {}
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void onSplashChanged() {}
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void onDropChanged() {}
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void onSplashChanged() {}
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};
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struct Raindrop
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