// // Copyright (c) 2014-2016, THUNDERBEAST GAMES LLC All rights reserved // // 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. // #include "ScriptVariant.h" namespace Atomic { Resource* ScriptVariant::GetResource() const { if (variant_.GetType() == VAR_RESOURCEREF) { const ResourceRef& ref = variant_.GetResourceRef(); if (!ref.name_.Length() || !ref.type_) return 0; ResourceCache* cache = ScriptSystem::GetContext()->GetSubsystem(); return cache->GetResource(ref.type_, ref.name_); } return 0; } void ScriptVariant::SetResource(Resource* resource) { if (!resource) { variant_ = ResourceRef(); return; } variant_ = ResourceRef(resource->GetType(), resource->GetName()); } }