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#pragma once
#include "Runtime/BaseClasses/NamedObject.h"
#include "Configuration/UnityConfigure.h"
#include "Runtime/Misc/Allocator.h"
class TextAsset : public NamedObject {
public:
typedef UnityStr ScriptString;
REGISTER_DERIVED_CLASS (TextAsset, NamedObject)
DECLARE_OBJECT_SERIALIZE (TextAsset)
TextAsset(MemLabelId label, ObjectCreationMode mode);
virtual void AwakeFromLoad (AwakeFromLoadMode awakeMode);
// Set the script string.
// Subclasses override this in order to implement compiling, etc...
// @return whether the compilation succeeded
virtual bool SetScript (const ScriptString& script, bool actuallyContainsBinaryData);
virtual bool SetScript (const ScriptString& script);
// Get the script string.
const ScriptString &GetScript () const { return m_Script; }
void SetPathName (const std::string& path) { m_PathName = path; SetDirty (); }
const UnityStr& GetPathName () { return m_PathName; }
virtual const UnityStr& GetScriptClassName() const;
void SetScriptDontDirty (const ScriptString& script);
protected:
UnityStr m_PathName;
ScriptString m_Script;
};
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