asset load refactor

genral load method, now returns loadedstate across the board
This commit is contained in:
AzaezelX 2023-11-12 16:33:17 -06:00
parent 11ad16583e
commit 1cf754dbca
13 changed files with 50 additions and 68 deletions

View file

@ -161,14 +161,14 @@ void TerrainAsset::initializeAsset()
mTerrainFilePath = getOwned() ? expandAssetFilePath(mTerrainFileName) : mTerrainFilePath;
loadTerrain();
load();
}
void TerrainAsset::onAssetRefresh()
{
mTerrainFilePath = getOwned() ? expandAssetFilePath(mTerrainFileName) : mTerrainFilePath;
loadTerrain();
load();
}
void TerrainAsset::setTerrainFileName(const char* pScriptFile)
@ -189,10 +189,10 @@ void TerrainAsset::setTerrainFileName(const char* pScriptFile)
refreshAsset();
}
bool TerrainAsset::loadTerrain()
U32 TerrainAsset::load()
{
if (!Torque::FS::IsFile(mTerrainFilePath))
return false;
return BadFileReference;
mTerrMaterialAssets.clear();
mTerrMaterialAssetIds.clear();
@ -229,9 +229,9 @@ bool TerrainAsset::loadTerrain()
mTerrainFile = ResourceManager::get().load(mTerrainFilePath);
if (mTerrainFile)
return true;
return Ok;
return false;
return BadFileReference;
}
//------------------------------------------------------------------------------