mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-06-10 23:08:05 -05:00
Make empty linking asset if asset is ignored
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@ -11,7 +11,7 @@ using namespace T6;
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ZoneCreator::ZoneCreator()
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{
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for(auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
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for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
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{
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AddAssetTypeName(assetType, GameAssetPoolT6::AssetTypeNameByType(assetType));
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}
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@ -22,6 +22,33 @@ void ZoneCreator::AddAssetTypeName(asset_type_t assetType, std::string name)
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m_asset_types_by_name.emplace(std::make_pair(std::move(name), assetType));
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}
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std::vector<Gdt*> ZoneCreator::CreateGdtList(ZoneCreationContext& context)
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{
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std::vector<Gdt*> gdtList;
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gdtList.reserve(context.m_gdt_files.size());
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for (const auto& gdt : context.m_gdt_files)
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gdtList.push_back(gdt.get());
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return gdtList;
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}
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bool ZoneCreator::CreateIgnoredAssetMap(ZoneCreationContext& context, std::unordered_map<std::string, asset_type_t>& ignoredAssetMap) const
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{
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for (const auto& ignoreEntry : context.m_ignored_assets)
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{
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const auto foundAssetTypeEntry = m_asset_types_by_name.find(ignoreEntry.m_type);
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if (foundAssetTypeEntry == m_asset_types_by_name.end())
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{
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std::cout << "Unknown asset type \"" << ignoreEntry.m_type << "\" for ignore \"" << ignoreEntry.m_name << "\"" << std::endl;
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return false;
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}
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ignoredAssetMap[ignoreEntry.m_name] = foundAssetTypeEntry->second;
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}
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return true;
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}
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void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
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{
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zone->m_pools = std::make_unique<GameAssetPoolT6>(zone, zone->m_priority);
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@ -40,19 +67,22 @@ std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext&
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auto zone = std::make_unique<Zone>(context.m_zone_name, 0, &g_GameT6);
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CreateZoneAssetPools(zone.get());
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std::vector<Gdt*> gdtList;
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gdtList.reserve(context.m_gdt_files.size());
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for (const auto& gdt : context.m_gdt_files)
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gdtList.push_back(gdt.get());
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const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(zone.get(), context.m_asset_search_path, std::move(gdtList));
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for(const auto& assetEntry : context.m_definition->m_assets)
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for (const auto& assetEntry : context.m_definition->m_assets)
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{
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if (assetEntry.m_is_reference)
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if(!assetEntry.m_is_reference)
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continue;
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context.m_ignored_assets.emplace_back(assetEntry.m_asset_type, assetEntry.m_asset_name);
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}
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const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(zone.get(), context.m_asset_search_path, CreateGdtList(context));
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if (!CreateIgnoredAssetMap(context, assetLoadingContext->m_ignored_asset_map))
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return nullptr;
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for (const auto& assetEntry : context.m_definition->m_assets)
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{
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const auto foundAssetTypeEntry = m_asset_types_by_name.find(assetEntry.m_asset_type);
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if(foundAssetTypeEntry == m_asset_types_by_name.end())
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if (foundAssetTypeEntry == m_asset_types_by_name.end())
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{
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std::cout << "Unknown asset type \"" << assetEntry.m_asset_type << "\"" << std::endl;
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return nullptr;
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