TextureAsset properties, start of better asset pipeline detection

This commit is contained in:
Simon Lübeß
2024-06-12 16:51:52 +02:00
parent b3dac4a338
commit 36e98311c6
12 changed files with 267 additions and 48 deletions
+11 -9
View File
@@ -140,16 +140,18 @@ class AssetFile
GenerateAssetHandle();
var assetPipeline = _contentManager.GetDefaultProcessors(fileExtension);
IAssetImporter assetImporter = _contentManager.GetAssetImporter(fileExtension);
IAssetProcessor assetProcessor = ?; //_contentManager.GetAssetProcessor(assetImporter.);
IAssetExporter assetExporter = ?; //_contentManager.GetAssetProcessor(assetImporter.);
// TODO!
//if (assetPipeline case .Err)
// return;
var assetLoader = _contentManager.GetDefaultAssetLoader(fileExtension);
// We don't have a loader -> we don't need a config
if (assetLoader == null && assetPipeline case .Err)
if (assetLoader == null && assetImporter == null)
return;
if (assetLoader != null)
@@ -162,16 +164,16 @@ class AssetFile
}
_assetConfig.Importer = new String();
assetPipeline?.Importer?.GetType()?.GetName(_assetConfig.Importer);
_assetConfig.ImporterConfig = assetPipeline?.Importer.CreateDefaultConfig();
assetImporter?.GetType()?.GetName(_assetConfig.Importer);
_assetConfig.ImporterConfig = assetImporter?.CreateDefaultConfig();
_assetConfig.Processor = new String();
assetPipeline?.Processor?.GetType()?.GetName(_assetConfig.Processor);
_assetConfig.ProcessorConfig = assetPipeline?.Processor.CreateDefaultConfig();
assetProcessor?.GetType()?.GetName(_assetConfig.Processor);
_assetConfig.ProcessorConfig = assetProcessor.CreateDefaultConfig();
_assetConfig.Exporter = new String();
assetPipeline?.Exporter?.GetType()?.GetName(_assetConfig.Exporter);
_assetConfig.ExporterConfig = assetPipeline?.Exporter.CreateDefaultConfig();
assetExporter?.GetType()?.GetName(_assetConfig.Exporter);
_assetConfig.ExporterConfig = assetExporter.CreateDefaultConfig();
SaveAssetConfig();
}