Moved material editing from component window to asset editor

- EditorContentManager now returns null if asset wasn't found (instead of crashing)
- FixUp asset identifier when dragging from asset browser
- Lock current asset in properties editor
This commit is contained in:
Simon Lübeß
2023-01-08 20:31:43 +01:00
parent d3d284256c
commit 2324ae852d
9 changed files with 394 additions and 143 deletions
+4 -4
View File
@@ -91,7 +91,7 @@ namespace Sandbox
//effectLibrary.LoadNoRefInc("content\\Shaders\\testShader.hlsl");
var textureEffect = Content.LoadAsset<Effect>("Shaders\\textureShader.hlsl");
Effect textureEffect = Content.LoadAsset<Effect>("Shaders\\textureShader.hlsl");
_depthTarget = new DepthStencilTarget(_context.SwapChain.Width, _context.SwapChain.Height);
@@ -214,7 +214,7 @@ namespace Sandbox
void TestLoadModel()
{
var testEffect = Content.LoadAsset<Effect>("Shaders\\testShader.hlsl");//Application.Get().EffectLibrary.Get("testShader");
Effect testEffect = Content.LoadAsset<Effect>("Shaders\\testShader.hlsl");//Application.Get().EffectLibrary.Get("testShader");
var materialTestMaterial = new Material(testEffect);
animationMat = materialTestMaterial;
@@ -266,7 +266,7 @@ namespace Sandbox
_world.Register<CameraComponent>();
_world.Register<AnimationComponent>();
var basicEffect = Content.LoadAsset<Effect>("Shaders\\basicShader.hlsl");//Application.Get().EffectLibrary.Get("basicShader");
Effect basicEffect = Content.LoadAsset<Effect>("Shaders\\basicShader.hlsl");//Application.Get().EffectLibrary.Get("basicShader");
testMaterial1 = new Material(basicEffect);
testMaterial1.SetVariable("BaseColor", _squareColor0);
@@ -352,7 +352,7 @@ namespace Sandbox
RenderCommand.SetBlendState(_opaqueBlendState);
var basicEffect = Content.LoadAsset<Effect>("Shaders\\basicShader.hlsl");//Application.Get().EffectLibrary.Get("basicShader");
Effect basicEffect = Content.LoadAsset<Effect>("Shaders\\basicShader.hlsl");//Application.Get().EffectLibrary.Get("basicShader");
RenderCommand.SetRasterizerState(_rasterizerState);