Refactor settings types to use scripting API

This commit is contained in:
Wojtek Figat
2021-01-05 14:14:34 +01:00
parent cc8e78b505
commit be319c446d
75 changed files with 955 additions and 1431 deletions

View File

@@ -12,6 +12,7 @@ bool DeployDataStep::Perform(CookingData& data)
{
data.StepProgress(TEXT("Deploying engine data"), 0);
const String depsRoot = data.GetPlatformBinariesRoot();
const auto gameSettings = GameSettings::Get();
// Setup output folders and copy required data
const auto contentDir = data.OutputPath / TEXT("Content");
@@ -74,7 +75,7 @@ bool DeployDataStep::Perform(CookingData& data)
data.AddRootEngineAsset(TEXT("Shaders/VolumetricFog"));
data.AddRootEngineAsset(TEXT("Engine/DefaultMaterial"));
data.AddRootEngineAsset(TEXT("Engine/DefaultTerrainMaterial"));
if (!GameSettings::NoSplashScreen && !GameSettings::SplashScreen.IsValid())
if (!gameSettings->NoSplashScreen && !gameSettings->SplashScreen.IsValid())
data.AddRootEngineAsset(TEXT("Engine/Textures/Logo"));
data.AddRootEngineAsset(TEXT("Engine/Textures/NormalTexture"));
data.AddRootEngineAsset(TEXT("Engine/Textures/BlackTexture"));
@@ -98,7 +99,7 @@ bool DeployDataStep::Perform(CookingData& data)
// Register game assets
data.StepProgress(TEXT("Deploying game data"), 50);
auto& buildSettings = *BuildSettings::Instance();
auto& buildSettings = *BuildSettings::Get();
for (auto& e : buildSettings.AdditionalAssets)
data.AddRootAsset(e.GetID());
Array<String> files;