Format more engine code
This commit is contained in:
@@ -23,19 +23,17 @@
|
||||
/// </summary>
|
||||
API_CLASS(Abstract, NoSpawn) class FLAXENGINE_API Asset : public ManagedScriptingObject
|
||||
{
|
||||
DECLARE_SCRIPTING_TYPE_NO_SPAWN(Asset);
|
||||
DECLARE_SCRIPTING_TYPE_NO_SPAWN(Asset);
|
||||
friend Content;
|
||||
friend LoadAssetTask;
|
||||
friend class ContentService;
|
||||
public:
|
||||
|
||||
/// <summary>
|
||||
/// The asset loading result.
|
||||
/// </summary>
|
||||
DECLARE_ENUM_7(LoadResult, Ok, Failed, MissingDataChunk, CannotLoadData, CannotLoadStorage, CannotLoadInitData, InvalidData);
|
||||
|
||||
protected:
|
||||
|
||||
volatile int64 _refCount;
|
||||
ContentLoadTask* _loadingTask;
|
||||
|
||||
@@ -45,7 +43,6 @@ protected:
|
||||
int8 _isVirtual : 1; // Indicates that asset is pure virtual (generated or temporary, has no storage so won't be saved)
|
||||
|
||||
public:
|
||||
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="Asset"/> class.
|
||||
/// </summary>
|
||||
@@ -54,7 +51,6 @@ public:
|
||||
explicit Asset(const SpawnParams& params, const AssetInfo* info);
|
||||
|
||||
public:
|
||||
|
||||
typedef Delegate<Asset*> EventType;
|
||||
|
||||
/// <summary>
|
||||
@@ -78,7 +74,6 @@ public:
|
||||
CriticalSection Locker;
|
||||
|
||||
public:
|
||||
|
||||
/// <summary>
|
||||
/// Gets asset's reference count. Asset will be automatically unloaded when this reaches zero.
|
||||
/// </summary>
|
||||
@@ -101,7 +96,6 @@ public:
|
||||
}
|
||||
|
||||
public:
|
||||
|
||||
/// <summary>
|
||||
/// Gets the path to the asset storage file. In Editor it reflects the actual file, in cooked Game, it fakes the Editor path to be informative for developers.
|
||||
/// </summary>
|
||||
@@ -143,7 +137,6 @@ public:
|
||||
#endif
|
||||
|
||||
public:
|
||||
|
||||
/// <summary>
|
||||
/// Reloads the asset.
|
||||
/// </summary>
|
||||
@@ -195,7 +188,6 @@ public:
|
||||
void DeleteManaged();
|
||||
|
||||
protected:
|
||||
|
||||
/// <summary>
|
||||
/// Creates the loading tasks sequence (allows to inject custom tasks to asset loading logic).
|
||||
/// </summary>
|
||||
@@ -225,7 +217,6 @@ protected:
|
||||
virtual void unload(bool isReloading) = 0;
|
||||
|
||||
protected:
|
||||
|
||||
virtual bool IsInternalType() const;
|
||||
|
||||
bool onLoad(LoadAssetTask* task);
|
||||
@@ -237,7 +228,6 @@ protected:
|
||||
#endif
|
||||
|
||||
public:
|
||||
|
||||
// [ManagedScriptingObject]
|
||||
String ToString() const override;
|
||||
void OnDeleteObject() override;
|
||||
|
||||
Reference in New Issue
Block a user