// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved. #pragma once #include "Types.h" #if COMPILE_WITH_ASSETS_IMPORTER #include "Engine/Content/Assets/SkeletonMask.h" /// /// Creating skeleton mask asset utility. /// class CreateSkeletonMask { public: /// /// Creates the asset. /// /// The importing context. /// Result. static CreateAssetResult Create(CreateAssetContext& context) { // Base IMPORT_SETUP(SkeletonMask, 1); // Chunk 0 if (context.AllocateChunk(0)) return CreateAssetResult::CannotAllocateChunk; struct Empty { Guid SkeletonId = Guid::Empty; int32 Size = 0; }; Empty emptyData; context.Data.Header.Chunks[0]->Data.Copy(&emptyData); return CreateAssetResult::Ok; } }; #endif