Browse Source

leverage isScriptFile
(also initialize scattersky. mNightCubemapName = StringTable->EmptyString();)

AzaezelX 4 years ago
parent
commit
f185bef8a3

+ 2 - 2
Engine/source/T3D/assets/CubemapAsset.cpp

@@ -136,7 +136,7 @@ void CubemapAsset::initializeAsset()
 {
    mScriptFile = expandAssetFilePath(mScriptFile);
 
-   if(Platform::isFile(mScriptFile))
+   if(Platform::isScriptFile(mScriptFile))
       Con::executeFile(mScriptFile, false, false);
 }
 
@@ -144,7 +144,7 @@ void CubemapAsset::onAssetRefresh()
 {
    mScriptFile = expandAssetFilePath(mScriptFile);
 
-   if (Platform::isFile(mScriptFile))
+   if (Platform::isScriptFile(mScriptFile))
       Con::executeFile(mScriptFile, false, false);
 }
 

+ 4 - 4
Engine/source/T3D/assets/GUIAsset.cpp

@@ -119,12 +119,12 @@ void GUIAsset::initializeAsset()
 {
    mGUIPath = expandAssetFilePath(mGUIFile);
 
-   if (Platform::isFile(mGUIPath))
+   if (Platform::isScriptFile(mGUIPath))
       Con::executeFile(mGUIPath, false, false);
 
    mScriptPath = expandAssetFilePath(mScriptFile);
 
-   if (Platform::isFile(mScriptPath))
+   if (Platform::isScriptFile(mScriptPath))
       Con::executeFile(mScriptPath, false, false);
 }
 
@@ -132,12 +132,12 @@ void GUIAsset::onAssetRefresh()
 {
    mGUIPath = expandAssetFilePath(mGUIFile);
 
-   if (Platform::isFile(mGUIPath))
+   if (Platform::isScriptFile(mGUIPath))
       Con::executeFile(mGUIPath, false, false);
 
    mScriptPath = expandAssetFilePath(mScriptFile);
 
-   if (Platform::isFile(mScriptPath))
+   if (Platform::isScriptFile(mScriptPath))
       Con::executeFile(mScriptPath, false, false);
 }
 

+ 2 - 2
Engine/source/T3D/assets/GameObjectAsset.cpp

@@ -133,7 +133,7 @@ void GameObjectAsset::initializeAsset()
    //Ensure we have an expanded filepath
    mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
 
-   if (Platform::isFile(mScriptPath))
+   if (Platform::isScriptFile(mScriptPath))
       Con::executeFile(mScriptPath, false, false);
 
    mTAMLPath = getOwned() ? expandAssetFilePath(mTAMLFile) : mTAMLPath;
@@ -144,7 +144,7 @@ void GameObjectAsset::onAssetRefresh()
    //Ensure we have an expanded filepath
    mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
 
-   if (Platform::isFile(mScriptPath))
+   if (Platform::isScriptFile(mScriptPath))
       Con::executeFile(mScriptPath, false, false);
 
    mTAMLPath = getOwned() ? expandAssetFilePath(mTAMLFile) : mTAMLPath;

+ 2 - 2
Engine/source/T3D/assets/MaterialAsset.cpp

@@ -166,7 +166,7 @@ void MaterialAsset::initializeAsset()
 
    mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
 
-   if (Platform::isFile(mScriptPath))
+   if (Platform::isScriptFile(mScriptPath))
       Con::executeFile(mScriptPath, false, false);
 
    loadMaterial();
@@ -176,7 +176,7 @@ void MaterialAsset::onAssetRefresh()
 {
    mScriptPath = getOwned() ? expandAssetFilePath(mScriptFile) : mScriptPath;
 
-   if (Platform::isFile(mScriptPath))
+   if (Platform::isScriptFile(mScriptPath))
       Con::executeFile(mScriptPath, false, false);
 
    loadMaterial();

+ 1 - 1
Engine/source/T3D/assets/MaterialAsset.h

@@ -211,7 +211,7 @@ public: \
          Material* tempMat = nullptr;\
          \
          if (!Sim::findObject(m##name##Asset->getMaterialDefinitionName(), tempMat))\
-            Con::errorf("classname::_set##name() - Material %s was not found.", m##name##Asset->getMaterialDefinitionName());\
+            Con::errorf("%s::_set%s() - Material %s was not found.", macroText(className), macroText(name), m##name##Asset->getMaterialDefinitionName());\
          m##name = tempMat;\
       }\
       else\

+ 2 - 2
Engine/source/T3D/assets/PostEffectAsset.cpp

@@ -136,7 +136,7 @@ void PostEffectAsset::initializeAsset()
    mHLSLShaderPath = expandAssetFilePath(mHLSLShaderFile);
    mGLSLShaderPath = expandAssetFilePath(mGLSLShaderFile);
 
-   if (Platform::isFile(mScriptPath))
+   if (Platform::isScriptFile(mScriptPath))
       Con::executeFile(mScriptPath, false, false);
 }
 
@@ -146,7 +146,7 @@ void PostEffectAsset::onAssetRefresh()
    mHLSLShaderPath = expandAssetFilePath(mHLSLShaderFile);
    mGLSLShaderPath = expandAssetFilePath(mGLSLShaderFile);
 
-   if (Platform::isFile(mScriptPath))
+   if (Platform::isScriptFile(mScriptPath))
       Con::executeFile(mScriptPath, false, false);
 }
 

+ 3 - 3
Engine/source/T3D/assets/ScriptAsset.cpp

@@ -124,7 +124,7 @@ void ScriptAsset::initializeAsset()
 {
    mScriptPath = expandAssetFilePath(mScriptFile);
 
-   if (Platform::isFile(mScriptPath))
+   if (Platform::isScriptFile(mScriptPath))
    {
       //We're initialized properly, so we'll go ahead and kick along any dependencies we may have as well
       AssetManager::typeAssetDependsOnHash::Iterator assetDependenciesItr = mpOwningAssetManager->getDependedOnAssets()->find(mpAssetDefinition->mAssetId);
@@ -152,7 +152,7 @@ void ScriptAsset::onAssetRefresh()
 {
    mScriptPath = expandAssetFilePath(mScriptFile);
 
-   if (Platform::isFile(mScriptPath))
+   if (Platform::isScriptFile(mScriptPath))
    {
       //Refresh any dependencies we may have
       for (U32 i = 0; i < mScriptAssets.size(); i++)
@@ -192,7 +192,7 @@ bool ScriptAsset::execScript()
 
    return false;
 
-   if (Platform::isFile(mScriptPath))
+   if (Platform::isScriptFile(mScriptPath))
    {
       return Con::executeFile(mScriptPath, false, false);
    }

+ 1 - 1
Engine/source/T3D/prefab.cpp

@@ -337,7 +337,7 @@ void Prefab::_loadFile( bool addFileNotify )
    if ( mFilename == StringTable->EmptyString())
       return;
 
-   if ( !Platform::isFile( mFilename ) )
+   if ( !Platform::isScriptFile( mFilename ) )
    {
       Con::errorf( "Prefab::_loadFile() - file %s was not found.", mFilename );
       return;

+ 1 - 0
Engine/source/environment/scatterSky.cpp

@@ -165,6 +165,7 @@ ScatterSky::ScatterSky()
    mNightColor.set( 0.0196078f, 0.0117647f, 0.109804f, 1.0f );
    mNightFogColor = mNightColor;
    mUseNightCubemap = false;
+   mNightCubemapName = StringTable->EmptyString();
    mSunSize = 1.0f;
 
    INIT_MATERIALASSET(MoonMat);