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https://github.com/TorqueGameEngines/Torque3D.git
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add reload status to onNewDataBlock callback
and skip calling onremove/onadd if we're not reloading
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parent
2852b33cec
commit
2ae10c7ce1
28 changed files with 35 additions and 37 deletions
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@ -95,7 +95,7 @@ IMPLEMENT_CALLBACK( GameBaseData, onAdd, void, ( GameBase* obj ), ( obj ),
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"}\n\n"
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"@endtsexample\n" );
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IMPLEMENT_CALLBACK( GameBaseData, onNewDataBlock, void, ( GameBase* obj ), ( obj ),
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IMPLEMENT_CALLBACK( GameBaseData, onNewDataBlock, void, ( GameBase* obj, bool reload), ( obj, reload),
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"@brief Called when the object has a new datablock assigned.\n\n"
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"@param obj the GameBase object\n\n"
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"@see onAdd for an example\n" );
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@ -512,12 +512,12 @@ void GameBase::scriptOnAdd()
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mDataBlock->onAdd_callback( this );
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}
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void GameBase::scriptOnNewDataBlock()
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void GameBase::scriptOnNewDataBlock(bool reload)
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{
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// Script onNewDataBlock() must be called by the leaf class
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// after everything is loaded.
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if (mDataBlock && !isGhost())
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mDataBlock->onNewDataBlock_callback( this );
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mDataBlock->onNewDataBlock_callback( this, reload);
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}
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void GameBase::scriptOnRemove()
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@ -115,7 +115,7 @@ public:
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/// @{
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DECLARE_CALLBACK( void, onAdd, ( GameBase* obj ) );
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DECLARE_CALLBACK( void, onRemove, ( GameBase* obj ) );
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DECLARE_CALLBACK( void, onNewDataBlock, ( GameBase* obj ) );
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DECLARE_CALLBACK( void, onNewDataBlock, ( GameBase* obj, bool reload) );
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DECLARE_CALLBACK( void, onMount, ( SceneObject* obj, SceneObject* mountObj, S32 node ) );
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DECLARE_CALLBACK( void, onUnmount, ( SceneObject* obj, SceneObject* mountObj, S32 node ) );
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/// @}
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@ -299,7 +299,7 @@ public:
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/// Executes the 'onNewDataBlock' script function for this object.
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///
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/// @note This must be called after everything is loaded.
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void scriptOnNewDataBlock();
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void scriptOnNewDataBlock(bool reload = false);
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/// Executes the 'onRemove' script function for this object.
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/// @note This must be called while the object is still valid
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