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all DECLARE_IMAGEASSET refactored
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24b374f545
commit
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44 changed files with 248 additions and 306 deletions
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@ -129,12 +129,8 @@ PrecipitationData::PrecipitationData()
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{
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INIT_ASSET(Sound);
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INIT_ASSET(Drop);
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mDropShaderName = StringTable->EmptyString();
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INIT_ASSET(Splash);
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mSplashShaderName = StringTable->EmptyString();
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mDropsPerSide = 4;
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@ -145,14 +141,8 @@ void PrecipitationData::initPersistFields()
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{
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docsURL;
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INITPERSISTFIELD_SOUNDASSET(Sound, PrecipitationData, "Looping SFXProfile effect to play while Precipitation is active.");
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addProtectedField( "dropTexture", TypeFilename, Offset(mDropName, PrecipitationData), &_setDropData, &defaultProtectedGetFn,
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"@brief Texture filename for drop particles.\n\n"
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"The drop texture can contain several different drop sub-textures "
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"arranged in a grid. There must be the same number of rows as columns. A "
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"random frame will be chosen for each drop.", AbstractClassRep::FIELD_HideInInspectors );
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INITPERSISTFIELD_IMAGEASSET(Drop, PrecipitationData, "@brief Texture for drop particles.\n\n"
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INITPERSISTFIELD_IMAGEASSET_REFACTOR(Drop, PrecipitationData, "@brief Texture for drop particles.\n\n"
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"The drop texture can contain several different drop sub-textures "
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"arranged in a grid. There must be the same number of rows as columns. A "
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"random frame will be chosen for each drop.");
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@ -160,13 +150,7 @@ void PrecipitationData::initPersistFields()
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addField( "dropShader", TypeString, Offset(mDropShaderName, PrecipitationData),
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"The name of the shader used for raindrops." );
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addProtectedField("splashTexture", TypeFilename, Offset(mSplashName, PrecipitationData), &_setSplashData, &defaultProtectedGetFn,
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"@brief Texture filename for splash particles.\n\n"
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"The splash texture can contain several different splash sub-textures "
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"arranged in a grid. There must be the same number of rows as columns. A "
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"random frame will be chosen for each splash.", AbstractClassRep::FIELD_HideInInspectors);
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INITPERSISTFIELD_IMAGEASSET(Splash, PrecipitationData, "@brief Texture for splash particles.\n\n"
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INITPERSISTFIELD_IMAGEASSET_REFACTOR(Splash, PrecipitationData, "@brief Texture for splash particles.\n\n"
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"The splash texture can contain several different splash sub-textures "
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"arranged in a grid. There must be the same number of rows as columns. A "
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"random frame will be chosen for each splash.");
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@ -206,11 +190,11 @@ void PrecipitationData::packData(BitStream* stream)
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PACKDATA_ASSET(Sound);
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PACKDATA_ASSET(Drop);
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PACKDATA_ASSET_REFACTOR(Drop);
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stream->writeString(mDropShaderName);
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PACKDATA_ASSET(Splash);
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PACKDATA_ASSET_REFACTOR(Splash);
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stream->writeString(mSplashShaderName);
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stream->write(mDropsPerSide);
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@ -223,11 +207,11 @@ void PrecipitationData::unpackData(BitStream* stream)
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UNPACKDATA_ASSET(Sound);
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UNPACKDATA_ASSET(Drop);
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UNPACKDATA_ASSET_REFACTOR(Drop);
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mDropShaderName = stream->readSTString();
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UNPACKDATA_ASSET(Splash);
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UNPACKDATA_ASSET_REFACTOR(Splash);
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mSplashShaderName = stream->readSTString();
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stream->read(&mDropsPerSide);
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@ -632,10 +616,10 @@ void Precipitation::initMaterials()
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mDropShader = NULL;
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mSplashShader = NULL;
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if(pd->mDrop.isNull())
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Con::warnf("Precipitation::initMaterials - failed to locate texture '%s'!", pd->getDrop());
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if(pd->getDropAsset().isNull())
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Con::warnf("Precipitation::initMaterials - failed to locate texture '%s'!", pd->getDropAsset().getAssetId());
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else
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mDropHandle = pd->mDrop;
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mDropHandle = pd->getDrop();
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if ( dStrlen(pd->mDropShaderName) > 0 )
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{
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@ -655,10 +639,10 @@ void Precipitation::initMaterials()
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}
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}
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if (pd->mSplash.isNull())
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Con::warnf("Precipitation::initMaterials - failed to locate texture '%s'!", pd->getSplash());
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if (pd->getSplashAsset().isNull())
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Con::warnf("Precipitation::initMaterials - failed to locate texture '%s'!", pd->getSplashAsset().getAssetId());
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else
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mSplashHandle = pd->mSplash;
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mSplashHandle = pd->getSplash();
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if ( dStrlen(pd->mSplashShaderName) > 0 )
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{
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