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https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
TextureAsset properties, start of better asset pipeline detection
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@@ -140,16 +140,18 @@ class AssetFile
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GenerateAssetHandle();
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var assetPipeline = _contentManager.GetDefaultProcessors(fileExtension);
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IAssetImporter assetImporter = _contentManager.GetAssetImporter(fileExtension);
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IAssetProcessor assetProcessor = ?; //_contentManager.GetAssetProcessor(assetImporter.);
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IAssetExporter assetExporter = ?; //_contentManager.GetAssetProcessor(assetImporter.);
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// TODO!
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//if (assetPipeline case .Err)
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// return;
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var assetLoader = _contentManager.GetDefaultAssetLoader(fileExtension);
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// We don't have a loader -> we don't need a config
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if (assetLoader == null && assetPipeline case .Err)
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if (assetLoader == null && assetImporter == null)
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return;
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if (assetLoader != null)
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@@ -162,16 +164,16 @@ class AssetFile
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}
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_assetConfig.Importer = new String();
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assetPipeline?.Importer?.GetType()?.GetName(_assetConfig.Importer);
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_assetConfig.ImporterConfig = assetPipeline?.Importer.CreateDefaultConfig();
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assetImporter?.GetType()?.GetName(_assetConfig.Importer);
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_assetConfig.ImporterConfig = assetImporter?.CreateDefaultConfig();
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_assetConfig.Processor = new String();
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assetPipeline?.Processor?.GetType()?.GetName(_assetConfig.Processor);
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_assetConfig.ProcessorConfig = assetPipeline?.Processor.CreateDefaultConfig();
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assetProcessor?.GetType()?.GetName(_assetConfig.Processor);
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_assetConfig.ProcessorConfig = assetProcessor.CreateDefaultConfig();
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_assetConfig.Exporter = new String();
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assetPipeline?.Exporter?.GetType()?.GetName(_assetConfig.Exporter);
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_assetConfig.ExporterConfig = assetPipeline?.Exporter.CreateDefaultConfig();
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assetExporter?.GetType()?.GetName(_assetConfig.Exporter);
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_assetConfig.ExporterConfig = assetExporter.CreateDefaultConfig();
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SaveAssetConfig();
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}
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