mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
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
84 lines
2.7 KiB
C++
84 lines
2.7 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2013 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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#ifndef SCRIPT_ASSET_H
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#define SCRIPT_ASSET_H
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#pragma once
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#ifndef _ASSET_BASE_H_
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#include "assets/assetBase.h"
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#endif
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#ifndef _ASSET_DEFINITION_H_
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#include "assets/assetDefinition.h"
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#endif
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#ifndef _STRINGUNIT_H_
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#include "string/stringUnit.h"
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#endif
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#ifndef _ASSET_FIELD_TYPES_H_
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#include "assets/assetFieldTypes.h"
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#endif
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#ifndef _ASSET_PTR_H_
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#include "assets/assetPtr.h"
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#endif
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//-----------------------------------------------------------------------------
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class ScriptAsset : public AssetBase
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{
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typedef AssetBase Parent;
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StringTableEntry mScriptFile;
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bool mIsServerSide;
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Vector<AssetPtr<ScriptAsset>> mScriptAssets;
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public:
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ScriptAsset();
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virtual ~ScriptAsset();
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/// Engine.
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static void initPersistFields();
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virtual void copyTo(SimObject* object);
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/// Declare Console Object.
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DECLARE_CONOBJECT(ScriptAsset);
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void setScriptFile(const char* pScriptFile);
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inline StringTableEntry getScriptFile(void) const { return mScriptFile; };
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bool execScript();
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protected:
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virtual void initializeAsset(void);
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virtual void onAssetRefresh(void);
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static bool setScriptFile(void *obj, const char *index, const char *data) { static_cast<ScriptAsset*>(obj)->setScriptFile(data); return false; }
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static const char* getScriptFile(void* obj, const char* data) { return static_cast<ScriptAsset*>(obj)->getScriptFile(); }
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};
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DefineConsoleType(TypeScriptAssetPtr, ScriptAsset)
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#endif // _ASSET_BASE_H_
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