SpriterImporter.cpp 1.9 KB

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  1. #include <Atomic/Resource/ResourceCache.h>
  2. #include <Atomic/Resource/Image.h>
  3. #include <Atomic/Atomic2D/Sprite2D.h>
  4. #include <Atomic/Atomic2D/AnimationSet2D.h>
  5. #include <Atomic/Atomic2D/AnimatedSprite2D.h>
  6. #include "Asset.h"
  7. #include "AssetDatabase.h"
  8. #include "SpriterImporter.h"
  9. namespace ToolCore
  10. {
  11. SpriterImporter::SpriterImporter(Context* context, Asset *asset) : AssetImporter(context, asset)
  12. {
  13. requiresCacheFile_ = false;
  14. }
  15. SpriterImporter::~SpriterImporter()
  16. {
  17. }
  18. void SpriterImporter::SetDefaults()
  19. {
  20. AssetImporter::SetDefaults();
  21. }
  22. bool SpriterImporter::Import()
  23. {
  24. return true;
  25. }
  26. bool SpriterImporter::LoadSettingsInternal(JSONValue& jsonRoot)
  27. {
  28. if (!AssetImporter::LoadSettingsInternal(jsonRoot))
  29. return false;
  30. JSONValue import = jsonRoot.Get("SpriterImporter");
  31. return true;
  32. }
  33. bool SpriterImporter::SaveSettingsInternal(JSONValue& jsonRoot)
  34. {
  35. if (!AssetImporter::SaveSettingsInternal(jsonRoot))
  36. return false;
  37. JSONValue import(JSONValue::emptyObject);
  38. jsonRoot.Set("SpriterImporter", import);
  39. return true;
  40. }
  41. Resource* SpriterImporter::GetResource(const String& typeName)
  42. {
  43. ResourceCache* cache = GetSubsystem<ResourceCache>();
  44. AnimationSet2D* animSet = cache->GetResource<AnimationSet2D>(asset_->GetPath());
  45. return animSet;
  46. }
  47. Node* SpriterImporter::InstantiateNode(Node* parent, const String& name)
  48. {
  49. AnimationSet2D* animationSet = (AnimationSet2D*) GetResource();
  50. if (!animationSet)
  51. return 0;
  52. String animationName;
  53. if (animationSet->GetNumAnimations())
  54. {
  55. animationName = animationSet->GetAnimation(0)->GetName();
  56. }
  57. Node* node = parent->CreateChild(name);
  58. AnimatedSprite2D* sprite = node->CreateComponent<AnimatedSprite2D>();
  59. if (!animationName.Length())
  60. sprite->SetAnimationSet(animationSet);
  61. else
  62. sprite->SetAnimation(animationSet, animationName);
  63. return node;
  64. }
  65. }