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