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@@ -19,6 +19,8 @@
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#include "BsScriptPrefab.h"
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#include "BsScriptPrefab.h"
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#include "BsScriptStringTable.h"
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#include "BsScriptStringTable.h"
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#include "BsScriptGUISkin.h"
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#include "BsScriptGUISkin.h"
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+#include "BsScriptPhysicsMaterial.h"
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+#include "BsScriptPhysicsMesh.h"
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#include "BsScriptManagedResource.h"
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#include "BsScriptManagedResource.h"
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#include "BsScriptAssemblyManager.h"
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#include "BsScriptAssemblyManager.h"
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@@ -145,6 +147,10 @@ namespace BansheeEngine
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return createScriptResource(static_resource_cast<Mesh>(resourceHandle), (ScriptMesh**)out);
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return createScriptResource(static_resource_cast<Mesh>(resourceHandle), (ScriptMesh**)out);
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case TID_GUISkin:
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case TID_GUISkin:
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return createScriptResource(static_resource_cast<GUISkin>(resourceHandle), (ScriptGUISkin**)out);
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return createScriptResource(static_resource_cast<GUISkin>(resourceHandle), (ScriptGUISkin**)out);
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+ case TID_PhysicsMaterial:
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+ return createScriptResource(static_resource_cast<PhysicsMaterial>(resourceHandle), (ScriptPhysicsMaterial**)out);
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+ case TID_PhysicsMesh:
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+ return createScriptResource(static_resource_cast<PhysicsMesh>(resourceHandle), (ScriptPhysicsMesh**)out);
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case TID_ManagedResource:
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case TID_ManagedResource:
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BS_EXCEPT(InternalErrorException, "Managed resources must have a managed instance by default, this call is invalid.")
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BS_EXCEPT(InternalErrorException, "Managed resources must have a managed instance by default, this call is invalid.")
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break;
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break;
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@@ -169,6 +175,8 @@ namespace BansheeEngine
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template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(const ResourceHandle<ScriptCode>&, ScriptScriptCode**);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(const ResourceHandle<ScriptCode>&, ScriptScriptCode**);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(const ResourceHandle<StringTable>&, ScriptStringTable**);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(const ResourceHandle<StringTable>&, ScriptStringTable**);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(const ResourceHandle<GUISkin>&, ScriptGUISkin**);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(const ResourceHandle<GUISkin>&, ScriptGUISkin**);
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+ template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(const ResourceHandle<PhysicsMesh>&, ScriptPhysicsMesh**);
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+ template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(const ResourceHandle<PhysicsMaterial>&, ScriptPhysicsMaterial**);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<Texture>&, ScriptTexture2D**);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<Texture>&, ScriptTexture2D**);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<Texture>&, ScriptTexture3D**);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<Texture>&, ScriptTexture3D**);
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@@ -184,6 +192,8 @@ namespace BansheeEngine
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template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<ScriptCode>&, ScriptScriptCode**);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<ScriptCode>&, ScriptScriptCode**);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<StringTable>&, ScriptStringTable**);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<StringTable>&, ScriptStringTable**);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<GUISkin>&, ScriptGUISkin**);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<GUISkin>&, ScriptGUISkin**);
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+ template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<PhysicsMesh>&, ScriptPhysicsMesh**);
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+ template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<PhysicsMaterial>&, ScriptPhysicsMaterial**);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<ManagedResource>&, ScriptManagedResource**);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<ManagedResource>&, ScriptManagedResource**);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<Texture>& resourceHandle, ScriptTexture2D** out, bool create);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<Texture>& resourceHandle, ScriptTexture2D** out, bool create);
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@@ -201,6 +211,8 @@ namespace BansheeEngine
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template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<ScriptCode>& resourceHandle, ScriptScriptCode** out, bool create);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<ScriptCode>& resourceHandle, ScriptScriptCode** out, bool create);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<StringTable>& resourceHandle, ScriptStringTable** out, bool create);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<StringTable>& resourceHandle, ScriptStringTable** out, bool create);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<GUISkin>& resourceHandle, ScriptGUISkin** out, bool create);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<GUISkin>& resourceHandle, ScriptGUISkin** out, bool create);
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+ template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<PhysicsMesh>& resourceHandle, ScriptPhysicsMesh** out, bool create);
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+ template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<PhysicsMaterial>& resourceHandle, ScriptPhysicsMaterial** out, bool create);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<ManagedResource>& resourceHandle, ScriptManagedResource** out, bool create);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<ManagedResource>& resourceHandle, ScriptManagedResource** out, bool create);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<Resource>& resourceHandle, ScriptResourceBase** out, bool create);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<Resource>& resourceHandle, ScriptResourceBase** out, bool create);
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