// we allow enums strings for parent-origin and anchor-point but as with the current json
// strings always succeed if they exist then check its not vector. If they are Vec3s then
// this has already been set as a generic property.
- if( !IsVector3( child, "parent-origin") )
+ if( !IsVector3( child, "parentOrigin") )
{
- if( OptionalVector3 v = constant.IsVector3( IsChild(child, "parent-origin") ) )
+ if( OptionalVector3 v = constant.IsVector3( IsChild(child, "parentOrigin") ) )
{
actor.SetParentOrigin( *v );
}
- else if( OptionalString origin = constant.IsString( IsChild(child, "parent-origin") ) )
+ else if( OptionalString origin = constant.IsString( IsChild(child, "parentOrigin") ) )
{
actor.SetParentOrigin( GetAnchorConstant(*origin) );
}
}
- if( !IsVector3(child, "anchor-point") )
+ if( !IsVector3(child, "anchorPoint") )
{
- if( OptionalVector3 v = constant.IsVector3( IsChild(child, "anchor-point") ) )
+ if( OptionalVector3 v = constant.IsVector3( IsChild(child, "anchorPoint") ) )
{
actor.SetAnchorPoint( *v );
}
- else if( OptionalString anchor = constant.IsString( IsChild(child, "anchor-point") ) )
+ else if( OptionalString anchor = constant.IsString( IsChild(child, "anchorPoint") ) )
{
actor.SetAnchorPoint( GetAnchorConstant(*anchor) );
}
}
// Add custom properties
- if( OptionalChild customPropertiesChild = IsChild(child, "custom-properties") )
+ if( OptionalChild customPropertiesChild = IsChild(child, "customProperties") )
{
const TreeNode& customPropertiesNode = *customPropertiesChild;
const TreeConstIter endIter = customPropertiesNode.CEnd();
const TreeNode::KeyNodePair& keyChild = *iter;
std::string key( keyChild.first );
- Property::Index index = actor.GetPropertyIndex( key );
Property::Value value;
if( SetPropertyFromNode( keyChild.second, value, constant ))
{
- if( Property::INVALID_INDEX == index )
- {
- actor.RegisterProperty( key, value, Property::READ_WRITE );
- }
- else
- {
- actor.SetProperty( index, value );
- }
+ // Register/Set property.
+ actor.RegisterProperty( key, value, Property::READ_WRITE );
}
}
}