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Code/EditorPlugins/Assets/EditorPluginAssets/CustomDataAsset/CustomDataAssetManager.h
30 строк
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x0r04rg
Fixed #1147: Added Custom Data asset type for configuring game-specific C++ structs (#1154)
17 янв 2024, 00:32
Не верифицирован
17 янв 2024, 00:32
27a96ba
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#pragma once #include <EditorFramework/Assets/AssetDocumentManager.h> #include <Foundation/Types/Status.h> class ezCustomDataAssetDocumentManager : public ezAssetDocumentManager { EZ_ADD_DYNAMIC_REFLECTION(ezCustomDataAssetDocumentManager, ezAssetDocumentManager); public: ezCustomDataAssetDocumentManager(); ~ezCustomDataAssetDocumentManager(); virtual OutputReliability GetAssetTypeOutputReliability() const override { // CustomData structs are typically defined in plugins, which may have changed, so they are a candidate for clearing them from the asset cache return ezAssetDocumentManager::OutputReliability::Unknown; } private: void OnDocumentManagerEvent(const ezDocumentManager::Event& e); virtual void InternalCreateDocument(ezStringView sDocumentTypeName, ezStringView sPath, bool bCreateNewDocument, ezDocument*& out_pDocument, const ezDocumentObject* pOpenContext) override; virtual void InternalGetSupportedDocumentTypes(ezDynamicArray<const ezDocumentTypeDescriptor*>& inout_DocumentTypes) const override; virtual bool GeneratesProfileSpecificAssets() const override { return false; } private: ezAssetDocumentTypeDescriptor m_DocTypeDesc; };