Changed EGame to an enum class. Created NGameList and NPropertyMap to change how templates are managed/saved/loaded. Added support for property map keeping track of ID/type pairs.

This commit is contained in:
Aruki
2018-10-07 17:53:19 -06:00
parent 42d021e757
commit 84d689e104
108 changed files with 1074 additions and 1198 deletions

View File

@@ -36,7 +36,7 @@ bool CAssetNameMap::SaveAssetNames(TString Path /*= ""*/)
if (Path.IsEmpty())
Path = DefaultNameMapPath(mIDLength);
EGame Game = (mIDLength == e32Bit ? ePrime : eCorruption);
EGame Game = (mIDLength == e32Bit ? EGame::Prime : EGame::Corruption);
CXMLWriter Writer(Path, "AssetNameMap", 0, Game);
Serialize(Writer);
return Writer.Save();
@@ -58,7 +58,7 @@ bool CAssetNameMap::GetNameInfo(CAssetID ID, TString& rOutDirectory, TString& rO
else
{
EGame Game = (ID.Length() == e32Bit ? ePrime : eCorruption);
EGame Game = (ID.Length() == e32Bit ? EGame::Prime : EGame::Corruption);
rOutDirectory = CResourceStore::StaticDefaultResourceDirPath(Game);
rOutName = ID.ToString();
rOutAutoGenDir = true;