using recursive asset loading

This commit is contained in:
devZoGok
2023-01-02 15:29:35 +02:00
parent 87503c7b48
commit 6644474e7e
4 changed files with 10 additions and 28 deletions
+4 -20
View File
@@ -189,15 +189,15 @@ namespace battleship{
mainPlayer = players[playerId];
StateManager *stateManager = GameManager::getSingleton()->getStateManager();
GameManager *gm = GameManager::getSingleton();
StateManager *stateManager = gm->getStateManager();
guiState = ((GuiAppState*)stateManager->getAppStateByType((int)AppStateType::GUI_STATE));
activeState = new ActiveGameState(guiState, players, playerId);
stateManager->attachAppState(activeState);
AssetManager *assetManager = AssetManager::getSingleton();
assetManager->load(DEFAULT_TEXTURE);
loadModels();
assetManager->load(gm->getPath() + LuaManager::getSingleton()->getString("modelPrefix"), true);
}
void InGameAppState::onDettached() {}
@@ -262,22 +262,6 @@ namespace battleship{
updateProjectiles();
}
void InGameAppState::loadModels(){
LuaManager *lm = LuaManager::getSingleton();
string pathBase = GameManager::getSingleton()->getPath() + "Scripts/";
lm->buildScript(configData::scripts);
int numUnits = lm->getInt("numUnits");
modelPaths.clear();
for(int i = 0; i < numUnits; ++i){
string basePath = lm->getStringFromTable("basePath", vector<Index>{Index(i + 1)});
string meshPath = lm->getStringFromTable("meshPath", vector<Index>{Index(i + 1)});
string modelPath = basePath + meshPath;
AssetManager::getSingleton()->load(modelPath);
modelPaths.push_back(modelPath);
}
}
void InGameAppState::toggleMainMenu() {
GameManager *gm = GameManager::getSingleton();
@@ -312,7 +296,7 @@ namespace battleship{
guiState->removeButton(exitButton);
guiState->removeButton(resumeButton);
loadModels();
AssetManager::getSingleton()->load(gm->getPath() + LuaManager::getSingleton()->getString("modelPrefix"), true);
for(Player *p : players)
for(Unit *u : p->getUnits())