Fixed bug where C# Asset implicit bool conversion operators were internal #411
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@ -34,19 +34,23 @@ namespace SHADE.Test
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// Play animations
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if (Input.GetKeyUp(Input.KeyCode.Equals))
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{
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playFunc(fullClip);
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if (fullClip)
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playFunc(fullClip);
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}
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else if (Input.GetKeyUp(Input.KeyCode.Alpha1))
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{
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playFunc(idleClip);
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if (idleClip)
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playFunc(idleClip);
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}
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else if (Input.GetKeyUp(Input.KeyCode.Alpha2))
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{
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playFunc(runClip);
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if (runClip)
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playFunc(runClip);
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}
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else if (Input.GetKeyUp(Input.KeyCode.Alpha3))
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{
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playFunc(pickUpClip);
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if (pickUpClip)
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playFunc(pickUpClip);
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}
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}
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#endregion
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@ -29,6 +29,17 @@ namespace SHADE
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/// </summary>
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public value struct AnimationClipAsset
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{
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public:
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/*-----------------------------------------------------------------------------*/
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/* Operator Overloads */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Implicit conversion operator to enable checking if a AnimationClip is valid.
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/// </summary>
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/// <param name="gameObj">Asset to check.</param>
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/// <returns>True if the Asset is valid.</returns>
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static operator bool(AnimationClipAsset asset);
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internal:
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/*-----------------------------------------------------------------------------*/
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/* Properties */
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@ -57,16 +68,6 @@ namespace SHADE
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/// <param name="AnimationClipId">AssetID to the AnimationClip asset.</param>
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AnimationClipAsset(AssetID AnimationClipId);
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/*-----------------------------------------------------------------------------*/
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/* Operator Overloads */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Implicit conversion operator to enable checking if a AnimationClip is valid.
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/// </summary>
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/// <param name="gameObj">Asset to check.</param>
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/// <returns>True if the Asset is valid.</returns>
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static operator bool(AnimationClipAsset asset);
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/*-----------------------------------------------------------------------------*/
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/* Conversion Operators */
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/*-----------------------------------------------------------------------------*/
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@ -28,7 +28,18 @@ namespace SHADE
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/// </summary>
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public value struct AnimationControllerAsset
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{
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internal:
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public:
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/*-----------------------------------------------------------------------------*/
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/* Operator Overloads */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Implicit conversion operator to enable checking if a AnimationController is valid.
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/// </summary>
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/// <param name="gameObj">Asset to check.</param>
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/// <returns>True if the Asset is valid.</returns>
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static operator bool(AnimationControllerAsset asset);
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internal:
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/*-----------------------------------------------------------------------------*/
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/* Properties */
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/*-----------------------------------------------------------------------------*/
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@ -56,16 +67,6 @@ namespace SHADE
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/// <param name="AnimationControllerId">AssetID to the AnimationController asset.</param>
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AnimationControllerAsset(AssetID AnimationControllerId);
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/*-----------------------------------------------------------------------------*/
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/* Operator Overloads */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Implicit conversion operator to enable checking if a AnimationController is valid.
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/// </summary>
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/// <param name="gameObj">Asset to check.</param>
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/// <returns>True if the Asset is valid.</returns>
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static operator bool(AnimationControllerAsset asset);
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/*-----------------------------------------------------------------------------*/
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/* Conversion Operators */
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/*-----------------------------------------------------------------------------*/
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@ -28,6 +28,17 @@ namespace SHADE
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/// </summary>
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public value struct AnimationRigAsset
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{
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public:
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/*-----------------------------------------------------------------------------*/
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/* Operator Overloads */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Implicit conversion operator to enable checking if a AnimationRig is valid.
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/// </summary>
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/// <param name="gameObj">Asset to check.</param>
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/// <returns>True if the Asset is valid.</returns>
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static operator bool(AnimationRigAsset asset);
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internal:
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/*-----------------------------------------------------------------------------*/
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/* Properties */
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@ -56,16 +67,6 @@ namespace SHADE
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/// <param name="AnimationRigId">AssetID to the AnimationRig asset.</param>
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AnimationRigAsset(AssetID AnimationRigId);
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/*-----------------------------------------------------------------------------*/
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/* Operator Overloads */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Implicit conversion operator to enable checking if a AnimationRig is valid.
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/// </summary>
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/// <param name="gameObj">Asset to check.</param>
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/// <returns>True if the Asset is valid.</returns>
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static operator bool(AnimationRigAsset asset);
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/*-----------------------------------------------------------------------------*/
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/* Conversion Operators */
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/*-----------------------------------------------------------------------------*/
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@ -28,6 +28,17 @@ namespace SHADE
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/// </summary>
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public value struct FontAsset
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{
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public:
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/*-----------------------------------------------------------------------------*/
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/* Operator Overloads */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Implicit conversion operator to enable checking if a Font is valid.
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/// </summary>
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/// <param name="gameObj">Asset to check.</param>
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/// <returns>True if the Asset is valid.</returns>
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static operator bool(FontAsset asset);
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internal:
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/*-----------------------------------------------------------------------------*/
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/* Properties */
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@ -56,16 +67,6 @@ namespace SHADE
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/// <param name="fontId">AssetID to the font asset.</param>
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FontAsset(AssetID fontId);
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/*-----------------------------------------------------------------------------*/
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/* Operator Overloads */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Implicit conversion operator to enable checking if a Font is valid.
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/// </summary>
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/// <param name="gameObj">Asset to check.</param>
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/// <returns>True if the Asset is valid.</returns>
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static operator bool(FontAsset asset);
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/*-----------------------------------------------------------------------------*/
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/* Conversion Operators */
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/*-----------------------------------------------------------------------------*/
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@ -28,6 +28,17 @@ namespace SHADE
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/// </summary>
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public value struct MaterialAsset
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{
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public:
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/*-----------------------------------------------------------------------------*/
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/* Operator Overloads */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Implicit conversion operator to enable checking if a Material is valid.
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/// </summary>
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/// <param name="gameObj">Asset to check.</param>
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/// <returns>True if the Asset is valid.</returns>
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static operator bool(MaterialAsset asset);
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internal:
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/*-----------------------------------------------------------------------------*/
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/* Properties */
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@ -56,16 +67,6 @@ namespace SHADE
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/// <param name="MaterialId">AssetID to the Material asset.</param>
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MaterialAsset(AssetID MaterialId);
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/*-----------------------------------------------------------------------------*/
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/* Operator Overloads */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Implicit conversion operator to enable checking if a Material is valid.
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/// </summary>
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/// <param name="gameObj">Asset to check.</param>
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/// <returns>True if the Asset is valid.</returns>
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static operator bool(MaterialAsset asset);
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/*-----------------------------------------------------------------------------*/
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/* Conversion Operators */
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/*-----------------------------------------------------------------------------*/
|
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|
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@ -28,7 +28,18 @@ namespace SHADE
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/// </summary>
|
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public value struct MeshAsset
|
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{
|
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internal:
|
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public:
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/*-----------------------------------------------------------------------------*/
|
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/* Operator Overloads */
|
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/*-----------------------------------------------------------------------------*/
|
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/// <summary>
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/// Implicit conversion operator to enable checking if a Mesh is valid.
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/// </summary>
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/// <param name="gameObj">Asset to check.</param>
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/// <returns>True if the Asset is valid.</returns>
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static operator bool(MeshAsset asset);
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|
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internal:
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/*-----------------------------------------------------------------------------*/
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/* Properties */
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/*-----------------------------------------------------------------------------*/
|
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|
@ -56,16 +67,6 @@ namespace SHADE
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/// <param name="meshId">AssetID to the Mesh asset.</param>
|
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MeshAsset(AssetID meshId);
|
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|
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/*-----------------------------------------------------------------------------*/
|
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/* Operator Overloads */
|
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/*-----------------------------------------------------------------------------*/
|
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/// <summary>
|
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/// Implicit conversion operator to enable checking if a Mesh is valid.
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/// </summary>
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/// <param name="gameObj">Asset to check.</param>
|
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/// <returns>True if the Asset is valid.</returns>
|
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static operator bool(MeshAsset asset);
|
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|
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/*-----------------------------------------------------------------------------*/
|
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/* Conversion Operators */
|
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/*-----------------------------------------------------------------------------*/
|
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|
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