OpenAssetTools/src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderWeaponCamo.cpp

46 lines
1.3 KiB
C++

#include "AssetLoaderWeaponCamo.h"
#include "Game/T6/T6.h"
#include "Game/T6/WeaponCamo/JsonWeaponCamoLoader.h"
#include "Pool/GlobalAssetPool.h"
#include <cstring>
#include <format>
#include <iostream>
using namespace T6;
void* AssetLoaderWeaponCamo::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
{
auto* weaponCamo = memory->Create<WeaponCamo>();
memset(weaponCamo, 0, sizeof(WeaponCamo));
weaponCamo->name = memory->Dup(assetName.c_str());
return weaponCamo;
}
bool AssetLoaderWeaponCamo::CanLoadFromRaw() const
{
return true;
}
bool AssetLoaderWeaponCamo::LoadFromRaw(
const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{
const auto fileName = std::format("camo/{}.json", assetName);
const auto file = searchPath->Open(fileName);
if (!file.IsOpen())
return false;
auto* weaponCamo = memory->Alloc<WeaponCamo>();
weaponCamo->name = memory->Dup(assetName.c_str());
std::vector<XAssetInfoGeneric*> dependencies;
if (LoadWeaponCamoAsJson(*file.m_stream, *weaponCamo, memory, manager, dependencies))
manager->AddAsset(ASSET_TYPE_WEAPON_CAMO, assetName, weaponCamo, std::move(dependencies));
else
std::cerr << "Failed to load weapon camo \"" << assetName << "\"\n";
return true;
}