Updates ImageAsset usage to utilize AssetRef, and standardizes the setter/getter functions and naming conventions, as well as the ability to use and bind named targets.

This commit is contained in:
JeffR 2026-06-16 17:39:30 -05:00
parent a858d8624e
commit 34e3f78a22
82 changed files with 1451 additions and 951 deletions

View file

@ -62,7 +62,7 @@ void GameMode::initPersistFields()
addField("gameModeName", TypeString, Offset(mGameModeName, GameMode), "Human-readable name of the gamemode");
addField("description", TypeString, Offset(mGameModeDesc, GameMode), "Description of the gamemode");
INITPERSISTFIELD_IMAGEASSET(PreviewImage, GameMode, "Preview Image");
addField("previewImageAsset", TypeImageAssetRef, Offset(mPreviewImageAssetRef, GameMode), "Preview Image asset");
addField("active", TypeBool, Offset(mIsActive, GameMode), "Is the gamemode active");
addField("alwaysActive", TypeBool, Offset(mIsAlwaysActive, GameMode), "Is the gamemode always active");
@ -160,7 +160,7 @@ DefineEngineFunction(getGameModesList, ArrayObject*, (), , "")
GameMode* gm = dynamic_cast<GameMode*>(*itr);
if (gm)
{
dSprintf(activeValBuffer, 16, "%d", (gm->mIsActive || gm->mIsAlwaysActive));
dSprintf(activeValBuffer, 16, "%d", (gm->isActive() || gm->isAlwaysActive()));
dictionary->push_back(gm->getName(), activeValBuffer);
}
}