Add SerializableScriptingObject for easier serialization of scripting objects in gameplay or content

This commit is contained in:
Wojtek Figat
2023-08-04 10:11:58 +02:00
parent cab1d8cac4
commit b5fa5fa68e
5 changed files with 92 additions and 77 deletions

View File

@@ -1,6 +1,7 @@
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#include "Animations.h"
#include "AnimEvent.h"
#include "Engine/Engine/Engine.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Level/Actors/AnimatedModel.h"
@@ -52,6 +53,16 @@ TaskGraphSystem* Animations::System = nullptr;
Delegate<Asset*, ScriptingObject*, uint32, uint32> Animations::DebugFlow;
#endif
AnimEvent::AnimEvent(const SpawnParams& params)
: SerializableScriptingObject(params)
{
}
AnimContinuousEvent::AnimContinuousEvent(const SpawnParams& params)
: AnimEvent(params)
{
}
bool AnimationsService::Init()
{
Animations::System = New<AnimationsSystem>();