mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-27 18:43:48 +00:00
Updated handling of subscenes in assets to be it's own distinct definition to avoid parsing and detection issues, as well as fields to be handled distinctly between the types
This commit is contained in:
parent
c2af4e578b
commit
5566f8a396
9 changed files with 469 additions and 47 deletions
|
|
@ -101,7 +101,7 @@ ConsoleSetType(TypeLevelAssetId)
|
|||
}
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
LevelAsset::LevelAsset() : AssetBase(), mIsSubLevel(false)
|
||||
LevelAsset::LevelAsset() : AssetBase()
|
||||
{
|
||||
mLevelName = StringTable->EmptyString();
|
||||
mLevelFile = StringTable->EmptyString();
|
||||
|
|
@ -117,7 +117,6 @@ LevelAsset::LevelAsset() : AssetBase(), mIsSubLevel(false)
|
|||
mNavmeshPath = StringTable->EmptyString();
|
||||
|
||||
mGameModesNames = StringTable->EmptyString();
|
||||
mMainLevelAsset = StringTable->EmptyString();
|
||||
|
||||
mEditorFile = StringTable->EmptyString();
|
||||
mBakedSceneFile = StringTable->EmptyString();
|
||||
|
|
@ -158,7 +157,6 @@ void LevelAsset::initPersistFields()
|
|||
addProtectedField("BakedSceneFile", TypeAssetLooseFilePath, Offset(mBakedSceneFile, LevelAsset),
|
||||
&setBakedSceneFile, &getBakedSceneFile, "Path to the level file with the objects generated as part of the baking process");
|
||||
|
||||
addField("isSubScene", TypeBool, Offset(mIsSubLevel, LevelAsset), "Is this a sublevel to another Scene");
|
||||
addField("gameModesNames", TypeString, Offset(mGameModesNames, LevelAsset), "Name of the Game Mode to be used with this level");
|
||||
}
|
||||
|
||||
|
|
@ -480,15 +478,8 @@ GuiControl* GuiInspectorTypeLevelAssetPtr::constructEditControl()
|
|||
// Create "Open in Editor" button
|
||||
mEditButton = new GuiBitmapButtonCtrl();
|
||||
|
||||
String setSubSceneValue = "$createLevelAssetIsSubScene = \"\";";
|
||||
if(dynamic_cast<SubScene*>(mInspector->getInspectObject()) != NULL)
|
||||
{
|
||||
setSubSceneValue = "$createLevelAssetIsSubScene = true;";
|
||||
}
|
||||
|
||||
dSprintf(szBuffer, sizeof(szBuffer), "$createAndAssignField = %s; %s AssetBrowser.setupCreateNewAsset(\"LevelAsset\", AssetBrowser.selectedModule, \"createAndAssignLevelAsset\");",
|
||||
getIdString(),
|
||||
setSubSceneValue.c_str());
|
||||
dSprintf(szBuffer, sizeof(szBuffer), "$createAndAssignField = %s; AssetBrowser.setupCreateNewAsset(\"LevelAsset\", AssetBrowser.selectedModule, \"createAndAssignLevelAsset\");",
|
||||
getIdString());
|
||||
mEditButton->setField("Command", szBuffer);
|
||||
|
||||
char bitmapName[512] = "ToolsModule:iconAdd_image";
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue