Added C# Assets System and Serialization of Script Enabled State #247

Merged
Pycorax merged 11 commits from SP3-6-c-scripting into main 2022-11-22 18:59:32 +08:00
2 changed files with 46 additions and 4 deletions
Showing only changes of commit 9a7bf335bb - Show all commits

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@ -18,6 +18,9 @@ of DigiPen Institute of Technology is prohibited.
#include "Serialisation/SerialisationUtilities.hxx"
// Project Includes
#include "ReflectionUtilities.hxx"
#include "Assets/FontAsset.hxx"
#include "Assets/MaterialAsset.hxx"
#include "Assets/MeshAsset.hxx"
/*-------------------------------------------------------------------------------------*/
/* File-Level Constants */
@ -129,7 +132,10 @@ namespace SHADE
fieldInsertYaml<System::String>(fieldInfo, object, fieldNode) ||
fieldInsertYaml<Vector2 >(fieldInfo, object, fieldNode) ||
fieldInsertYaml<Vector3 >(fieldInfo, object, fieldNode) ||
fieldInsertYaml<GameObject >(fieldInfo, object, fieldNode);
fieldInsertYaml<GameObject >(fieldInfo, object, fieldNode) ||
fieldInsertYaml<FontAsset >(fieldInfo, object, fieldNode) ||
fieldInsertYaml<MaterialAsset >(fieldInfo, object, fieldNode) ||
fieldInsertYaml<MeshAsset >(fieldInfo, object, fieldNode);
// Serialization of more complex types
if (!PRIMITIVE_SERIALIZED)
@ -190,7 +196,10 @@ namespace SHADE
varInsertYamlInternal<System::String>(object, fieldNode) ||
varInsertYamlInternal<Vector2 >(object, fieldNode) ||
varInsertYamlInternal<Vector3 >(object, fieldNode) ||
varInsertYamlInternal<GameObject >(object, fieldNode);
varInsertYamlInternal<GameObject >(object, fieldNode) ||
varInsertYamlInternal<FontAsset >(object, fieldNode) ||
varInsertYamlInternal<MaterialAsset >(object, fieldNode) ||
varInsertYamlInternal<MeshAsset >(object, fieldNode);
return INSERTED;
}
@ -214,7 +223,10 @@ namespace SHADE
fieldAssignYaml<System::String>(fieldInfo, object, node) ||
fieldAssignYaml<Vector2> (fieldInfo, object, node) ||
fieldAssignYaml<Vector3> (fieldInfo, object, node) ||
fieldAssignYaml<GameObject> (fieldInfo, object, node);
fieldAssignYaml<GameObject> (fieldInfo, object, node) ||
fieldAssignYaml<FontAsset> (fieldInfo, object, node) ||
fieldAssignYaml<MaterialAsset> (fieldInfo, object, node) ||
fieldAssignYaml<MeshAsset> (fieldInfo, object, node);
if (!ASSIGNED)
{
if (ReflectionUtilities::FieldIsList(fieldInfo))
@ -277,7 +289,10 @@ namespace SHADE
varAssignYamlInternal<System::String>(object, node) ||
varAssignYamlInternal<Vector2> (object, node) ||
varAssignYamlInternal<Vector3> (object, node) ||
varAssignYamlInternal<GameObject> (object, node);
varAssignYamlInternal<GameObject> (object, node) ||
varAssignYamlInternal<FontAsset> (object, node) ||
varAssignYamlInternal<MaterialAsset> (object, node) ||
varAssignYamlInternal<MeshAsset> (object, node);
return DESERIALISED;
}
}

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@ -60,6 +60,12 @@ namespace SHADE
{
fieldNode = MAX_EID;
}
else if constexpr (std::is_same_v<FieldType, FontAsset> ||
std::is_same_v<FieldType, MaterialAsset> ||
std::is_same_v<FieldType, MeshAsset>)
{
fieldNode = INVALID_ASSET_ID;
}
else
{
fieldNode = FieldType();
@ -122,6 +128,17 @@ namespace SHADE
return true;
}
}
else if constexpr (std::is_same_v<FieldType, FontAsset> ||
std::is_same_v<FieldType, MaterialAsset> ||
std::is_same_v<FieldType, MeshAsset>)
{
if (object->GetType() == FieldType::typeid)
{
FieldType asset = safe_cast<FieldType>(object);
fieldNode = asset.NativeAssetID;
return true;
}
}
else
{
if (object->GetType() == FieldType::typeid)
@ -229,6 +246,16 @@ namespace SHADE
const uint32_t EID = node.as<uint32_t>();
object = (EID == MAX_EID ? GameObject() : GameObject(EID));
}
else if constexpr (std::is_same_v<FieldType, FontAsset> ||
std::is_same_v<FieldType, MaterialAsset> ||
std::is_same_v<FieldType, MeshAsset>)
{
if (object->GetType() == FieldType::typeid)
{
object = FieldType(node.as<AssetID>());
return true;
}
}
else
{
object = node.as<CastType>();