mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2026-03-16 01:43:04 +00:00
refactor: introduce subasset loading
This commit is contained in:
@@ -1,8 +1,6 @@
|
||||
#include "ZoneDefWriterT5.h"
|
||||
|
||||
#include "Game/T5/GameAssetPoolT5.h"
|
||||
|
||||
#include <cassert>
|
||||
#include "Game/T5/AssetMarkerT5.h"
|
||||
|
||||
using namespace T5;
|
||||
|
||||
@@ -11,17 +9,13 @@ void ZoneDefWriter::WriteMetaData(ZoneDefinitionOutputStream& stream, const Zone
|
||||
void ZoneDefWriter::WriteContent(ZoneDefinitionOutputStream& stream, const Zone& zone) const
|
||||
{
|
||||
const auto* game = IGame::GetGameById(zone.m_game_id);
|
||||
const auto* pools = dynamic_cast<GameAssetPoolT5*>(zone.m_pools.get());
|
||||
|
||||
assert(pools);
|
||||
if (!pools)
|
||||
return;
|
||||
|
||||
// Localized strings are all collected in one string file. So only add this to the zone file.
|
||||
if (!pools->m_localize->m_asset_lookup.empty())
|
||||
auto localizePoolAssets = zone.m_pools.PoolAssets<AssetLocalize>();
|
||||
if (localizePoolAssets.begin() != localizePoolAssets.end())
|
||||
stream.WriteEntry(*game->GetAssetTypeName(ASSET_TYPE_LOCALIZE_ENTRY), zone.m_name);
|
||||
|
||||
for (const auto& asset : *pools)
|
||||
for (const auto& asset : zone.m_pools)
|
||||
{
|
||||
switch (asset->m_type)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user