Exposes the SceneObjectTypeMasks as an enum type, allowing it to be utilized in inspectors.

Updated Trigger triggeredBy field to utilize new enum type for editing
Updated MaterialDefinition's animFlags field to utilize appropriate enum type for editing
Fixed image reference in bitmask inspectorField type to use correct image asset name
This commit is contained in:
Areloch 2024-05-04 09:56:04 -05:00
parent 67b052a192
commit b77911bdcd
5 changed files with 43 additions and 6 deletions

View file

@ -77,7 +77,13 @@ ImplementBitfieldType(MaterialAnimType,
{ Material::Rotate, "Rotate" , "Rotate the material around a point.\n" },
{ Material::Wave, "Wave" , "Warps the material with an animation using Sin, Triangle or Square mathematics.\n" },
{ Material::Scale, "Scale", "Scales the material larger and smaller with a pulsing effect.\n" },
{ Material::Sequence, "Sequence", "Enables the material to have multiple frames of animation in its imagemap.\n" }
{ Material::Sequence, "Sequence", "Enables the material to have multiple frames of animation in its imagemap.\n" },
{ Material::Sequence, "SequenceA", "Enables the material to have multiple frames of animation in its imagemap.\n" },
{ Material::Sequence, "SequenceB", "Enables the material to have multiple frames of animation in its imagemap.\n" },
{ Material::Sequence, "SequenceC", "Enables the material to have multiple frames of animation in its imagemap.\n" },
{ Material::Sequence, "SequenceD", "Enables the material to have multiple frames of animation in its imagemap.\n" },
{ Material::Sequence, "SequenceE", "Enables the material to have multiple frames of animation in its imagemap.\n" },
{ Material::Sequence, "SequenceF", "Enables the material to have multiple frames of animation in its imagemap.\n" }
EndImplementBitfieldType;
ImplementEnumType(MaterialBlendOp,
@ -357,7 +363,7 @@ void Material::initPersistFields()
endGroup("Lighting Properties");
addGroup("Animation Properties");
addField("animFlags", TYPEID< AnimType >(), Offset(mAnimFlags, Material), MAX_STAGES,
addField("animFlags", TypeMaterialAnimType, Offset(mAnimFlags, Material), MAX_STAGES,
"The types of animation to play on this material.");
addField("scrollDir", TypePoint2F, Offset(mScrollDir, Material), MAX_STAGES,