Adjusts the ShapeAsset autoImport invoke logic to actually use the C++-side autoImport logic

Changed originalImportingAssets to originalImportingFiles in the AssetImporter for naming clarity
Made autoImportFile properly return the assetId that was made
Additional logging in the AssetImporter
Adjusted the asset registration logic to support reimports, which merely refreshes the assetID
Added logic to shape asset importing to be able to import in an existing companion constructor cs file
Tweaked the TSStatic setShapeName logic so it will properly set fields depending on if the assetID was correctly set, or if we have the noShape fallback in use
This commit is contained in:
Areloch 2020-05-17 01:38:17 -05:00
parent 3f0195475d
commit 9b7b09dce8
4 changed files with 227 additions and 127 deletions

View file

@ -517,9 +517,9 @@ class AssetImporter : public SimObject
Vector<AssetImportObject*> importingAssets;
/// <summary>
/// A list of AssetImportObjects that are to be imported. These are unmodified by anything in the importing session, and are only used for resetting purposes;
/// A list of file paths that are to be imported. These are only used for resetting purposes;
/// </summary>
Vector<Torque::Path> originalImportingAssets;
Vector<Torque::Path> originalImportingFiles;
/// <summary>
/// The Id of the module the assets are to be imported into