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Merge pull request #1325 from Areloch/Standardized_AB_AssetManagement
Updates most of the handling of asset types to follow a more standardized type-registration system.
This commit is contained in:
commit
798936ebd2
45 changed files with 2369 additions and 3703 deletions
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@ -101,7 +101,7 @@ ConsoleSetType(TypeLevelAssetId)
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}
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//-----------------------------------------------------------------------------
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LevelAsset::LevelAsset() : AssetBase(), mIsSubLevel(false)
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LevelAsset::LevelAsset() : AssetBase()
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{
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mLevelName = StringTable->EmptyString();
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mLevelFile = StringTable->EmptyString();
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@ -117,7 +117,6 @@ LevelAsset::LevelAsset() : AssetBase(), mIsSubLevel(false)
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mNavmeshPath = StringTable->EmptyString();
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mGameModesNames = StringTable->EmptyString();
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mMainLevelAsset = StringTable->EmptyString();
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mEditorFile = StringTable->EmptyString();
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mBakedSceneFile = StringTable->EmptyString();
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@ -158,7 +157,6 @@ void LevelAsset::initPersistFields()
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addProtectedField("BakedSceneFile", TypeAssetLooseFilePath, Offset(mBakedSceneFile, LevelAsset),
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&setBakedSceneFile, &getBakedSceneFile, "Path to the level file with the objects generated as part of the baking process");
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addField("isSubScene", TypeBool, Offset(mIsSubLevel, LevelAsset), "Is this a sublevel to another Scene");
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addField("gameModesNames", TypeString, Offset(mGameModesNames, LevelAsset), "Name of the Game Mode to be used with this level");
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}
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@ -481,15 +479,8 @@ GuiControl* GuiInspectorTypeLevelAssetPtr::constructEditControl()
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// Create "Open in Editor" button
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mEditButton = new GuiBitmapButtonCtrl();
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String setSubSceneValue = "$createLevelAssetIsSubScene = \"\";";
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if(dynamic_cast<SubScene*>(mInspector->getInspectObject()) != NULL)
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{
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setSubSceneValue = "$createLevelAssetIsSubScene = true;";
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}
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dSprintf(szBuffer, sizeof(szBuffer), "$createAndAssignField = %s; %s AssetBrowser.setupCreateNewAsset(\"LevelAsset\", AssetBrowser.selectedModule, \"createAndAssignLevelAsset\");",
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getIdString(),
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setSubSceneValue.c_str());
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dSprintf(szBuffer, sizeof(szBuffer), "$createAndAssignField = %s; AssetBrowser.setupCreateNewAsset(\"LevelAsset\", AssetBrowser.selectedModule, \"createAndAssignLevelAsset\");",
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getIdString());
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mEditButton->setField("Command", szBuffer);
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char bitmapName[512] = "ToolsModule:iconAdd_image";
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