Implemented proper ScriptAsset execution on load

Implemented script dependency handling
Added test-case of script dependency handling in ExampleModule
Cleanup of redundant getSceneCount calls
Properly get scene count in callGamemodeFunction
Remove unneeded TODO comment in shaders
Converted onMissionEnded gamemode func call to use callGameModeFunction function
Convert ExampleGameMode to be container-object based, and updated callGamemodeFunction to handle that
Correct import settings typoe so image suffixes are read correctly
Largely fixed companion image scanning when importing images and streamlined image-material interop during import preprocessing
Added handling for reading in PBR maps and creating a composite image + asset
Added WIP of Cubemap asset, and editing integration with a standalone cubemap editor
Added ability to create new Cubemap asset in Asset Browser
This commit is contained in:
Areloch 2019-09-13 00:27:48 -05:00
parent 52fcbecb9f
commit 889115f45e
31 changed files with 1335 additions and 756 deletions

View file

@ -123,6 +123,50 @@ void ScriptAsset::copyTo(SimObject* object)
Parent::copyTo(object);
}
void ScriptAsset::initializeAsset()
{
mScriptFile = expandAssetFilePath(mScriptFile);
if (Platform::isFile(mScriptFile))
{
//We're initialized properly, so we'll go ahead and kick along any dependencies we may have as well
AssetManager::typeAssetDependsOnHash::Iterator assetDependenciesItr = mpOwningAssetManager->getDependedOnAssets()->find(mpAssetDefinition->mAssetId);
// Does the asset have any dependencies?
if (assetDependenciesItr != mpOwningAssetManager->getDependedOnAssets()->end())
{
// Iterate all dependencies.
while (assetDependenciesItr != mpOwningAssetManager->getDependedOnAssets()->end() && assetDependenciesItr->key == mpAssetDefinition->mAssetId)
{
AssetPtr<ScriptAsset> scriptAsset = assetDependenciesItr->value;
mScriptAssets.push_front(scriptAsset);
// Next dependency.
assetDependenciesItr++;
}
}
Con::executeFile(mScriptFile, false, false);
}
}
void ScriptAsset::onAssetRefresh()
{
mScriptFile = expandAssetFilePath(mScriptFile);
if (Platform::isFile(mScriptFile))
{
//Refresh any dependencies we may have
for (U32 i = 0; i < mScriptAssets.size(); i++)
{
mScriptAssets[i]->onAssetRefresh();
}
Con::executeFile(mScriptFile, false, false);
}
}
void ScriptAsset::setScriptFile(const char* pScriptFile)
{
// Sanity!
@ -144,6 +188,13 @@ void ScriptAsset::setScriptFile(const char* pScriptFile)
bool ScriptAsset::execScript()
{
AssetBase* handle = mpOwningAssetManager->acquireAsset<AssetBase>(getAssetId());
if (handle)
return true;
return false;
if (Platform::isFile(mScriptFile))
{
return Con::executeFile(mScriptFile, false, false);