/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #include "StdAfx.h" #include "AiBehavior.h" #include "../Util/FileUtil.h" #include "IScriptSystem.h" ////////////////////////////////////////////////////////////////////////// void CAIBehavior::ReloadScript() { // Execute script file in script system. if (m_script.isEmpty()) { return; } if (CFileUtil::CompileLuaFile(GetScript().toUtf8().data())) { IScriptSystem* scriptSystem = GetIEditor()->GetSystem()->GetIScriptSystem(); // Script compiled succesfully. scriptSystem->ReloadScript(m_script.toUtf8().data()); } } ////////////////////////////////////////////////////////////////////////// void CAIBehavior::Edit() { CFileUtil::EditTextFile(GetScript().toUtf8().data()); } ////////////////////////////////////////////////////////////////////////// void CAICharacter::ReloadScript() { // Execute script file in script system. if (m_script.isEmpty()) { return; } if (CFileUtil::CompileLuaFile(GetScript().toUtf8().data())) { IScriptSystem* scriptSystem = GetIEditor()->GetSystem()->GetIScriptSystem(); // Script compiled succesfully. scriptSystem->ReloadScript(m_script.toUtf8().data()); } } ////////////////////////////////////////////////////////////////////////// void CAICharacter::Edit() { CFileUtil::EditTextFile(GetScript().toUtf8().data()); }