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https://github.com/aharabada/glitchy-engine-beef.git
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Load effects via content manager + virtual InitContentManager in App
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@@ -1,13 +1,41 @@
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using System;
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using GlitchyEngine;
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using GlitchyEngine.Content;
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using GlitchyEditor.Assets;
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namespace GlitchyEditor
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{
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class EditorApp : Application
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{
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EditorContentManager _contentManager;
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public this()
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{
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PushLayer(new EditorLayer());
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PushLayer(new EditorLayer(_contentManager));
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}
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protected override IContentManager InitContentManager()
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{
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_contentManager = new EditorContentManager();
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_contentManager.RegisterAssetLoader<EditorTextureAssetLoader>();
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_contentManager.SetAsDefaultAssetLoader<EditorTextureAssetLoader>(".png", ".dds");
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_contentManager.SetAssetPropertiesEditor<EditorTextureAssetLoader>(=> TextureAssetPropertiesEditor.Factory);
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_contentManager.RegisterAssetLoader<ModelAssetLoader>();
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_contentManager.SetAsDefaultAssetLoader<ModelAssetLoader>(".glb", ".gltf");
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_contentManager.SetAssetPropertiesEditor<ModelAssetLoader>(=> ModelAssetPropertiesEditor.Factory);
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_contentManager.RegisterAssetLoader<MaterialAssetLoader>();
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_contentManager.SetAsDefaultAssetLoader<MaterialAssetLoader>(".mat");
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_contentManager.SetAssetPropertiesEditor<MaterialAssetLoader>(=> MaterialAssetPropertiesEditor.Factory);
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_contentManager.RegisterAssetLoader<EffectAssetLoader>();
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_contentManager.SetAsDefaultAssetLoader<EffectAssetLoader>(".hlsl");
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_contentManager.SetAssetPropertiesEditor<EffectAssetLoader>(=> EffectAssetPropertiesEditor.Factory);
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_contentManager.SetContentDirectory("./content");
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return _contentManager;
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}
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[Export, LinkName("CreateApplication")]
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