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//-----------------------------------------------------------------------------
// Name: reactions.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 <Asset/assetbase.h>
#include <Asset/assetinfobase.h>
#include <vector>
class Reaction : public AssetInfo {
std::vector<std::string> anim_paths;
int mirrored;
public:
Reaction( AssetManager* owner, uint32_t asset_id );
static AssetType GetType() { return REACTION_ASSET; }
static const char* GetTypeName() { return "REACTION_ASSET"; }
static bool AssetWarning() { return true; }
int IsMirrored();
const std::string &GetAnimPath(float severity);
int sub_error;
int Load(const std::string &path, uint32_t load_flags);
const char* GetLoadErrorString();
const char* GetLoadErrorStringExtended() { return ""; }
void Unload();
void Reload();
virtual void ReportLoad();
virtual void ReturnPaths(PathSet &path_set);
virtual AssetLoaderBase* NewLoader();
};
typedef AssetRef<Reaction> ReactionRef;
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