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+//-----------------------------------------------------------------------------
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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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+
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+#ifndef GAME_OBJECT_ASSET_H
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+#include "GameObjectAsset.h"
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+#endif
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+
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+#ifndef _ASSET_MANAGER_H_
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+#include "assets/assetManager.h"
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+#endif
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+
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+#ifndef _CONSOLETYPES_H_
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+#include "console/consoleTypes.h"
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+#endif
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+
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+#ifndef _TAML_
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+#include "persistence/taml/taml.h"
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+#endif
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+
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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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+// Debug Profiling.
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+#include "platform/profiler.h"
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+
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+//-----------------------------------------------------------------------------
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+
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+IMPLEMENT_CONOBJECT(GameObjectAsset);
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+
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+ConsoleType(GameObjectAssetPtr, TypeGameObjectAssetPtr, GameObjectAsset, ASSET_ID_FIELD_PREFIX)
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+
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+//-----------------------------------------------------------------------------
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+
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+ConsoleGetType(TypeGameObjectAssetPtr)
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+{
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+ // Fetch asset Id.
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+ return (*((AssetPtr<GameObjectAsset>*)dptr)).getAssetId();
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+}
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+
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+//-----------------------------------------------------------------------------
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+
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+ConsoleSetType(TypeGameObjectAssetPtr)
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+{
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+ // Was a single argument specified?
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+ if (argc == 1)
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+ {
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+ // Yes, so fetch field value.
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+ const char* pFieldValue = argv[0];
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+
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+ // Fetch asset pointer.
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+ AssetPtr<GameObjectAsset>* pAssetPtr = dynamic_cast<AssetPtr<GameObjectAsset>*>((AssetPtrBase*)(dptr));
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+
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+ // Is the asset pointer the correct type?
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+ if (pAssetPtr == NULL)
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+ {
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+ // No, so fail.
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+ //Con::warnf("(TypeTextureAssetPtr) - Failed to set asset Id '%d'.", pFieldValue);
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+ return;
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+ }
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+
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+ // Set asset.
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+ pAssetPtr->setAssetId(pFieldValue);
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+
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+ return;
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+ }
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+
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+ // Warn.
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+ Con::warnf("(TypeTextureAssetPtr) - Cannot set multiple args to a single asset.");
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+}
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+
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+//-----------------------------------------------------------------------------
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+
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+GameObjectAsset::GameObjectAsset() :
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+ mAcquireReferenceCount(0),
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+ mpOwningAssetManager(NULL),
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+ mAssetInitialized(false)
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+{
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+ // Generate an asset definition.
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+ mpAssetDefinition = new AssetDefinition();
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+
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+ mGameObjectName = StringTable->lookup("");
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+ mScriptFilePath = StringTable->lookup("");
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+ mTAMLFilePath = StringTable->lookup("");
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+}
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+
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+//-----------------------------------------------------------------------------
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+
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+GameObjectAsset::~GameObjectAsset()
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+{
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+ // If the asset manager does not own the asset then we own the
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+ // asset definition so delete it.
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+ if (!getOwned())
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+ delete mpAssetDefinition;
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+}
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+
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+//-----------------------------------------------------------------------------
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+
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+void GameObjectAsset::initPersistFields()
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+{
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+ // Call parent.
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+ Parent::initPersistFields();
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+
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+ addField("gameObjectName", TypeString, Offset(mGameObjectName, GameObjectAsset), "Name of the game object. Defines the created object's class.");
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+ addField("scriptFilePath", TypeString, Offset(mScriptFilePath, GameObjectAsset), "Path to the script file for the GameObject's script code.");
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+ addField("TAMLFilePath", TypeString, Offset(mTAMLFilePath, GameObjectAsset), "Path to the taml file for the GameObject's heirarchy.");
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+}
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+
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+//------------------------------------------------------------------------------
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+
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+void GameObjectAsset::copyTo(SimObject* object)
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+{
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+ // Call to parent.
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+ Parent::copyTo(object);
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+}
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