Property cleanup

This commit is contained in:
Aruki
2018-09-22 13:36:50 -06:00
parent e68b961a8c
commit 31dac74a64
97 changed files with 287 additions and 3319 deletions

View File

@@ -284,7 +284,7 @@ void GenerateAssetNames(CGameProject *pProj)
for (u32 iInst = 0; iInst < pLayer->NumInstances(); iInst++)
{
CScriptObject* pInst = pLayer->InstanceByIndex(iInst);
CStructPropertyNew* pProperties = pInst->Template()->Properties();
CStructProperty* pProperties = pInst->Template()->Properties();
if (pInst->ObjectTypeID() == 0x42 || pInst->ObjectTypeID() == FOURCC('POIN'))
{

View File

@@ -152,22 +152,22 @@ CScriptInstanceDependency* CScriptInstanceDependency::BuildTree(CScriptObject *p
return pInst;
}
void CScriptInstanceDependency::ParseStructDependencies(CScriptInstanceDependency* pInst, CScriptObject* pInstance, CStructPropertyNew *pStruct)
void CScriptInstanceDependency::ParseStructDependencies(CScriptInstanceDependency* pInst, CScriptObject* pInstance, CStructProperty *pStruct)
{
// Recursive function for parsing script dependencies and loading them into the script instance dependency
void* pPropertyData = pInstance->PropertyData();
for (u32 PropertyIdx = 0; PropertyIdx < pStruct->NumChildren(); PropertyIdx++)
{
IPropertyNew *pProp = pStruct->ChildByIndex(PropertyIdx);
EPropertyTypeNew Type = pProp->Type();
IProperty *pProp = pStruct->ChildByIndex(PropertyIdx);
EPropertyType Type = pProp->Type();
// Technically we aren't parsing array children, but it's not really worth refactoring this function
// to support it when there aren't any array properties that contain any asset references anyway...
if (Type == EPropertyTypeNew::Struct)
ParseStructDependencies(pInst, pInstance, TPropCast<CStructPropertyNew>(pProp));
if (Type == EPropertyType::Struct)
ParseStructDependencies(pInst, pInstance, TPropCast<CStructProperty>(pProp));
else if (Type == EPropertyTypeNew::Sound)
else if (Type == EPropertyType::Sound)
{
u32 SoundID = TPropCast<CSoundProperty>(pProp)->Value(pPropertyData);
@@ -184,7 +184,7 @@ void CScriptInstanceDependency::ParseStructDependencies(CScriptInstanceDependenc
}
}
else if (Type == EPropertyTypeNew::Asset)
else if (Type == EPropertyType::Asset)
{
CAssetID ID = TPropCast<CAssetProperty>(pProp)->Value(pPropertyData);
@@ -195,7 +195,7 @@ void CScriptInstanceDependency::ParseStructDependencies(CScriptInstanceDependenc
}
}
else if (Type == EPropertyTypeNew::AnimationSet)
else if (Type == EPropertyType::AnimationSet)
{
CAnimationParameters Params = TPropCast<CAnimationSetProperty>(pProp)->Value(pPropertyData);
CAssetID ID = Params.ID();

View File

@@ -8,7 +8,7 @@
class CScriptLayer;
class CScriptObject;
class CStructPropertyNew;
class CStructProperty;
class CAnimSet;
class CAnimationParameters;
struct SSetCharacter;
@@ -145,7 +145,7 @@ public:
// Static
static CScriptInstanceDependency* BuildTree(CScriptObject *pInstance);
protected:
static void ParseStructDependencies(CScriptInstanceDependency *pTree, CScriptObject* pInstance, CStructPropertyNew *pStruct);
static void ParseStructDependencies(CScriptInstanceDependency *pTree, CScriptObject* pInstance, CStructProperty *pStruct);
};
// Node representing an animset character. Indicates what index the character is within the animset.