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Submit code in LuaScript samples.

aster2013 11 years ago
parent
commit
4655ee1ee4

+ 5 - 5
Source/Engine/LuaScript/LuaScriptInstance.cpp

@@ -86,11 +86,11 @@ void LuaScriptInstance::RegisterObject(Context* context)
 {
     context->RegisterFactory<LuaScriptInstance>(LOGIC_CATEGORY);
 
-    ACCESSOR_ATTRIBUTE(LuaScriptInstance, VAR_BOOL, "Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
-    MIXED_ACCESSOR_ATTRIBUTE(LuaScriptInstance, VAR_RESOURCEREF, "Script File", GetScriptFileAttr, SetScriptFileAttr, ResourceRef, ResourceRef(LuaFile::GetTypeStatic()), AM_DEFAULT);
-    REF_ACCESSOR_ATTRIBUTE(LuaScriptInstance, VAR_STRING, "Script Object Type", GetScriptObjectType, SetScriptObjectType, String, String::EMPTY, AM_DEFAULT);
-    MIXED_ACCESSOR_ATTRIBUTE(LuaScriptInstance, VAR_BUFFER, "Script Data", GetScriptDataAttr, SetScriptDataAttr, PODVector<unsigned char>, Variant::emptyBuffer, AM_FILE | AM_NOEDIT);
-    MIXED_ACCESSOR_ATTRIBUTE(LuaScriptInstance, VAR_BUFFER, "Script Network Data", GetScriptNetworkDataAttr, SetScriptNetworkDataAttr, PODVector<unsigned char>, Variant::emptyBuffer, AM_NET | AM_NOEDIT);
+    ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
+    MIXED_ACCESSOR_ATTRIBUTE("Script File", GetScriptFileAttr, SetScriptFileAttr, ResourceRef, ResourceRef(LuaFile::GetTypeStatic()), AM_DEFAULT);
+    ACCESSOR_ATTRIBUTE("Script Object Type", GetScriptObjectType, SetScriptObjectType, String, String::EMPTY, AM_DEFAULT);
+    MIXED_ACCESSOR_ATTRIBUTE("Script Data", GetScriptDataAttr, SetScriptDataAttr, PODVector<unsigned char>, Variant::emptyBuffer, AM_FILE | AM_NOEDIT);
+    MIXED_ACCESSOR_ATTRIBUTE("Script Network Data", GetScriptNetworkDataAttr, SetScriptNetworkDataAttr, PODVector<unsigned char>, Variant::emptyBuffer, AM_NET | AM_NOEDIT);
 }
 
 void LuaScriptInstance::OnSetAttribute(const AttributeInfo& attr, const Variant& src)

+ 5 - 5
Source/Samples/18_CharacterDemo/Character.cpp

@@ -46,11 +46,11 @@ void Character::RegisterObject(Context* context)
     
     // These macros register the class attributes to the Context for automatic load / save handling.
     // We specify the Default attribute mode which means it will be used both for saving into file, and network replication
-    ATTRIBUTE(Character, VAR_FLOAT, "Controls Yaw", controls_.yaw_, 0.0f, AM_DEFAULT);
-    ATTRIBUTE(Character, VAR_FLOAT, "Controls Pitch", controls_.pitch_, 0.0f, AM_DEFAULT);
-    ATTRIBUTE(Character, VAR_BOOL, "On Ground", onGround_, false, AM_DEFAULT);
-    ATTRIBUTE(Character, VAR_BOOL, "OK To Jump", okToJump_, true, AM_DEFAULT);
-    ATTRIBUTE(Character, VAR_FLOAT, "In Air Timer", inAirTimer_, 0.0f, AM_DEFAULT);
+    ATTRIBUTE("Controls Yaw", float, controls_.yaw_, 0.0f, AM_DEFAULT);
+    ATTRIBUTE("Controls Pitch", float, controls_.pitch_, 0.0f, AM_DEFAULT);
+    ATTRIBUTE("On Ground", bool, onGround_, false, AM_DEFAULT);
+    ATTRIBUTE("OK To Jump", bool, okToJump_, true, AM_DEFAULT);
+    ATTRIBUTE("In Air Timer", float, inAirTimer_, 0.0f, AM_DEFAULT);
 }
 
 void Character::Start()

+ 7 - 7
Source/Samples/19_VehicleDemo/Vehicle.cpp

@@ -45,15 +45,15 @@ void Vehicle::RegisterObject(Context* context)
 {
     context->RegisterFactory<Vehicle>();
     
-    ATTRIBUTE(Vehicle, VAR_FLOAT, "Controls Yaw", controls_.yaw_, 0.0f, AM_DEFAULT);
-    ATTRIBUTE(Vehicle, VAR_FLOAT, "Controls Pitch", controls_.pitch_, 0.0f, AM_DEFAULT);
-    ATTRIBUTE(Vehicle, VAR_FLOAT, "Steering", steering_, 0.0f, AM_DEFAULT);
+    ATTRIBUTE("Controls Yaw", float, controls_.yaw_, 0.0f, AM_DEFAULT);
+    ATTRIBUTE("Controls Pitch", float, controls_.pitch_, 0.0f, AM_DEFAULT);
+    ATTRIBUTE("Steering", float, steering_, 0.0f, AM_DEFAULT);
     // Register wheel node IDs as attributes so that the wheel nodes can be reaquired on deserialization. They need to be tagged
     // as node ID's so that the deserialization code knows to rewrite the IDs in case they are different on load than on save
-    ATTRIBUTE(Vehicle, VAR_INT, "Front Left Node", frontLeftID_, 0, AM_DEFAULT | AM_NODEID);
-    ATTRIBUTE(Vehicle, VAR_INT, "Front Right Node", frontRightID_, 0, AM_DEFAULT | AM_NODEID);
-    ATTRIBUTE(Vehicle, VAR_INT, "Rear Left Node", rearLeftID_, 0, AM_DEFAULT | AM_NODEID);
-    ATTRIBUTE(Vehicle, VAR_INT, "Rear Right Node", rearRightID_, 0, AM_DEFAULT | AM_NODEID);
+    ATTRIBUTE("Front Left Node", int, frontLeftID_, 0, AM_DEFAULT | AM_NODEID);
+    ATTRIBUTE("Front Right Node", int, frontRightID_, 0, AM_DEFAULT | AM_NODEID);
+    ATTRIBUTE("Rear Left Node", int, rearLeftID_, 0, AM_DEFAULT | AM_NODEID);
+    ATTRIBUTE("Rear Right Node", int, rearRightID_, 0, AM_DEFAULT | AM_NODEID);
 }
 
 void Vehicle::ApplyAttributes()