mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
123 lines
3.9 KiB
C#
123 lines
3.9 KiB
C#
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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function execGameObjects()
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{
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//find all GameObjectAssets
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%assetQuery = new AssetQuery();
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if(!AssetDatabase.findAssetType(%assetQuery, "GameObjectAsset"))
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return; //if we didn't find ANY, just exit
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%count = %assetQuery.getCount();
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for(%i=0; %i < %count; %i++)
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{
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%assetId = %assetQuery.getAsset(%i);
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%gameObjectAsset = AssetDatabase.acquireAsset(%assetId);
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if(isFile(%gameObjectAsset.scriptFilePath))
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exec(%gameObjectAsset.scriptFilePath);
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}
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}
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function findGameObject(%name)
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{
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//find all GameObjectAssets
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%assetQuery = new AssetQuery();
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if(!AssetDatabase.findAssetType(%assetQuery, "GameObjectAsset"))
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return 0; //if we didn't find ANY, just exit
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%count = %assetQuery.getCount();
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for(%i=0; %i < %count; %i++)
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{
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%assetId = %assetQuery.getAsset(%i);
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%gameObjectAsset = AssetDatabase.acquireAsset(%assetId);
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if(%gameObjectAsset.gameObjectName $= %name)
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{
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if(isFile(%gameObjectAsset.TAMLFilePath))
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{
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return %gameObjectAsset;
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}
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}
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}
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return 0;
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}
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function spawnGameObject(%name, %addToMissionGroup)
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{
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if(%addToMissionGroup $= "")
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%addToMissionGroup = true;
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%gameObjectAsset = findGameObject(%name);
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if(isObject(%gameObjectAsset))
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{
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%newSGOObject = TamlRead(%gameObjectAsset.TAMLFilePath);
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if(%addToMissionGroup == true) //save instance when saving level
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MissionGroup.add(%newSGOObject);
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else // clear instance on level exit
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MissionCleanup.add(%newSGOObject);
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return %newSGOObject;
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}
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return 0;
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}
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function saveGameObject(%name, %tamlPath, %scriptPath)
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{
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%gameObjectAsset = findGameObject(%name);
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//find if it already exists. If it does, we'll update it, if it does not, we'll make a new asset
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if(isObject(%gameObjectAsset))
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{
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%assetID = %gameObjectAsset.getAssetId();
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%gameObjectAsset.TAMLFilePath = %tamlPath;
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%gameObjectAsset.scriptFilePath = %scriptPath;
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TAMLWrite(%gameObjectAsset, AssetDatabase.getAssetFilePath(%assetID));
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AssetDatabase.refreshAsset(%assetID);
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}
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else
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{
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//Doesn't exist, so make a new one
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%gameObjectAsset = new GameObjectAsset()
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{
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assetName = %name @ "Asset";
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gameObjectName = %name;
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TAMLFilePath = %tamlPath;
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scriptFilePath = %scriptPath;
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};
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//Save it alongside the taml file
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%path = filePath(%tamlPath);
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TAMLWrite(%gameObjectAsset, %path @ "/" @ %name @ ".asset.taml");
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AssetDatabase.refreshAllAssets(true);
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}
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} |