redcode the asset itself WIP

Signed-off-by: carlitosan <82187351+carlitosan@users.noreply.github.com>
This commit is contained in:
carlitosan
2021-12-14 14:17:06 -08:00
parent c5d370723e
commit e078eac379
33 changed files with 152 additions and 413 deletions
@@ -13,7 +13,7 @@
#include <Editor/GraphCanvas/GraphCanvasEditorNotificationBusId.h>
#include <Editor/View/Widgets/StatisticsDialog/NodeUsageTreeItem.h>
#include <ScriptCanvas/Assets/ScriptCanvasAsset.h>
#include <ScriptCanvas/Components/EditorGraph.h>
namespace ScriptCanvasEditor
@@ -135,8 +135,6 @@ namespace ScriptCanvasEditor
void ScriptCanvasAssetNodeUsageTreeItem::SetAssetId(const AZ::Data::AssetId& assetId, AZ::Data::AssetType assetType)
{
// If we are setting up a new assetId, we wantt o register for the bus.
// Otherwise we just want to reload the asset to scrape some data from it.
if (m_assetId != assetId)
{
if (AZ::Data::AssetBus::Handler::BusIsConnected())
@@ -150,10 +148,6 @@ namespace ScriptCanvasEditor
}
m_assetType = assetType;
// #sc-editor-asset-redux fix up
// auto onAssetReady = [](ScriptCanvasMemoryAsset&) {};
// AssetTrackerRequestBus::Broadcast(&AssetTrackerRequests::Load, m_assetId, m_assetType, onAssetReady);
}
const AZ::Data::AssetId& ScriptCanvasAssetNodeUsageTreeItem::GetAssetId() const