// // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved // LICENSE: Atomic Game Engine Editor and Tools EULA // Please see LICENSE_ATOMIC_EDITOR_AND_TOOLS.md in repository root for // license information: https://github.com/AtomicGameEngine/AtomicGameEngine // #include #include #include #include "Asset.h" #include "AssetDatabase.h" #include "ParticleEffectImporter.h" namespace ToolCore { ParticleEffectImporter::ParticleEffectImporter(Context* context, Asset *asset) : AssetImporter(context, asset) { } ParticleEffectImporter::~ParticleEffectImporter() { } void ParticleEffectImporter::SetDefaults() { AssetImporter::SetDefaults(); } bool ParticleEffectImporter::Import() { return true; } bool ParticleEffectImporter::LoadSettingsInternal(JSONValue& jsonRoot) { if (!AssetImporter::LoadSettingsInternal(jsonRoot)) return false; JSONValue import = jsonRoot.Get("ParticleEffectImporter"); return true; } bool ParticleEffectImporter::SaveSettingsInternal(JSONValue& jsonRoot) { if (!AssetImporter::SaveSettingsInternal(jsonRoot)) return false; JSONValue import(JSONValue::emptyObject); jsonRoot.Set("ParticleEffectImporter", import); return true; } Resource* ParticleEffectImporter::GetResource(const String& typeName) { ResourceCache* cache = GetSubsystem(); ParticleEffect* particleEffect = cache->GetResource(asset_->GetPath()); return particleEffect; } }