// Copyright (c) Wojciech Figat. All rights reserved. #pragma once #include "Types.h" #if COMPILE_WITH_ASSETS_IMPORTER #include "Engine/AI/BehaviorTree.h" /// /// Creating animation utility /// class CreateBehaviorTree { public: static CreateAssetResult Create(CreateAssetContext& context) { // Base IMPORT_SETUP(BehaviorTree, 1); // Chunk 0 - Visject Surface if (context.AllocateChunk(0)) return CreateAssetResult::CannotAllocateChunk; { const BehaviorTreeGraph graph; MemoryWriteStream stream(64); graph.Save(&stream, true); context.Data.Header.Chunks[0]->Data.Copy(ToSpan(stream)); } return CreateAssetResult::Ok; } }; #endif