blob: 0a30e0c9df1b6951a0327e17c86b0866bcf26bc6 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
|
//-----------------------------------------------------------------------------
// Name: actorfile.h
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Math/vec3.h>
#include <Graphics/palette.h>
#include <Asset/assetbase.h>
#include <Asset/assetinfobase.h>
#include <string>
#include <vector>
using std::string;
class ActorFile : public AssetInfo {
public:
ActorFile( AssetManager *owner, uint32_t asset_id );
static AssetType GetType() { return ACTOR_FILE_ASSET; }
static const char* GetTypeName() { return "ACTOR_FILE_ASSET"; }
string script;
string character;
int load_error;
int Load(const string &path, uint32_t load_flags);
const char* GetLoadErrorString();
const char* GetLoadErrorStringExtended() { return ""; }
void Unload();
void Reload();
virtual void ReportLoad();
void ReturnPaths(PathSet& path_set);
virtual AssetLoaderBase* NewLoader();
static bool AssetWarning() { return true; }
};
typedef AssetRef<ActorFile> ActorFileRef;
|