Format more engine code

This commit is contained in:
Wojtek Figat
2022-06-14 20:26:33 +02:00
parent b49e5e9984
commit 2bf6fac77d
37 changed files with 120 additions and 304 deletions

View File

@@ -12,9 +12,8 @@
/// </summary>
API_CLASS(NoSpawn) class FLAXENGINE_API ParticleSystem : public BinaryAsset
{
DECLARE_BINARY_ASSET_HEADER(ParticleSystem, 1);
DECLARE_BINARY_ASSET_HEADER(ParticleSystem, 1);
public:
/// <summary>
/// The particle system timeline track data.
/// </summary>
@@ -100,7 +99,6 @@ public:
typedef Pair<int32, Guid> EmitterParameterOverrideKey;
public:
/// <summary>
/// The asset data version number. Used to sync the data with the instances state. Incremented each time asset gets loaded.
/// </summary>
@@ -140,7 +138,6 @@ public:
Array<Track> Tracks;
public:
/// <summary>
/// Initializes the particle system that plays a single particles emitter. This can be used only for virtual assets.
/// </summary>
@@ -167,7 +164,6 @@ public:
#endif
public:
/// <summary>
/// Spawns the particles at the given location.
/// </summary>
@@ -237,7 +233,6 @@ public:
API_FUNCTION() ParticleEffect* Spawn(Actor* parent, const Transform& transform, bool autoDestroy = false);
public:
// [BinaryAsset]
void InitAsVirtual() override;
#if USE_EDITOR
@@ -245,7 +240,6 @@ public:
#endif
protected:
// [ParticleSystemBase]
LoadResult load() override;
void unload(bool isReloading) override;