mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-06 05:01:53 +00:00
Entity Creation and Destruction from scripts
- ScriptEngine: Allow destroying scripts during runtime
- Scripting:
- Create new entities using Constructors
- Added Destroy functions for Entities
- Added SetScript/RemoveScript functions for Entities
- Allow adding multiple components at once
- Added Is-Method
- Mono Wrapper: Added Array-Functions
- WorldEnumerator: Fixed crash due to dangling list pointer after entity creation
- Scene:
- Basic create Rigidbodies during runtime
- Start of entity copying (For runtime use)
- Added DestroyEntityDeferred
- SceneSerializer:
- Added option to assign new IDs to entities
This commit is contained in:
@@ -22,6 +22,9 @@ class SceneSerializer
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private Dictionary<UUID, Entity> _parentIdToChild;
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private List<(Entity Entity, UUID ParentId)> _entitiesMissingParent;
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// Maps from ID in the prefab file to the actual ID in the scene.
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private Dictionary<UUID, UUID> _fileToSceneId;
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public this(Scene scene)
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{
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@@ -262,12 +265,13 @@ class SceneSerializer
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Runtime.NotImplemented();
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}
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public Result<void> Deserialize(StringView filePath)
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public Result<void> Deserialize(StringView filePath, bool loadAsPrefab = false)
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{
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Debug.Profiler.ProfileResourceFunction!();
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_parentIdToChild = scope Dictionary<UUID, Entity>();
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_entitiesMissingParent = scope List<(Entity Entity, UUID ParentId)>();
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_fileToSceneId = scope Dictionary<UUID, UUID>();
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String buffer = scope String();
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File.ReadAllText(filePath, buffer);
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@@ -298,7 +302,7 @@ class SceneSerializer
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Try!(reader.EntryEnd());
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}
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Try!(DeserializeEntity(reader));
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Try!(DeserializeEntity(reader, loadAsPrefab));
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first = false;
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}
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@@ -325,23 +329,12 @@ class SceneSerializer
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return .Ok;
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}
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private Result<void> DeserializeEntity(BonReader reader)
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/// Deserializes the next entity in the file
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/// @param reader the reader
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/// @param replaceId If false, the ID that is stored in the file will be used as ID in the scene.
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/// If true, the ID in the file will be replaced with a new id (e.g. for loading prefabs)
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private Result<void> DeserializeEntity(BonReader reader, bool newId)
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{
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/*mixin DeserializeAsset<T>(StringView identifier) where T : Asset
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{
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Asset asset = null;
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Try!(Deserialize.Value(reader, identifier, out asset));
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if (asset != null && !(asset is T))
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{
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Log.EngineLogger.Error($"Asset {asset.Identifier} is not a {nameof(T)}.");
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return .Err;
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}
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(T)asset
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}*/
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mixin DeserializeAssetHandle<T>(StringView identifier) where T : Asset
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{
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Asset asset = null;
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@@ -357,11 +350,29 @@ class SceneSerializer
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asset?.Handle ?? .Invalid
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}
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UUID RemapId(UUID id)
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{
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if (!newId)
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return id;
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if (_fileToSceneId.TryGetValue(id, let sceneId))
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return sceneId;
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// If we remap IDs map the file Id to a random Id.
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UUID newId = UUID.Create();
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_fileToSceneId.Add(id, newId);
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return newId;
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}
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Try!(reader.ObjectBlock());
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Deserialize.Value<uint64>(reader, "Id", let uuid);
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Deserialize.Value<uint64>(reader, "Id", let rawUuid);
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Entity entity = _scene.CreateEntity("", UUID(uuid));
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UUID uuid = RemapId(UUID(rawUuid));
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Entity entity = _scene.CreateEntity("", uuid);
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while(reader.ObjectHasMore())
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{
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@@ -416,11 +427,13 @@ class SceneSerializer
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let nextId = Try!(reader.Identifier());
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if (nextId == "ParentId")
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{
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UUID pId;
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Deserialize.Value(reader, out pId);
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UUID rawParentId;
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Deserialize.Value(reader, out rawParentId);
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reader.EntryEnd();
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var parentEntity = _scene.GetEntityByID(pId);
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UUID parentId = RemapId(rawParentId);
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var parentEntity = _scene.GetEntityByID(parentId);
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if (parentEntity case .Ok(let parent))
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{
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@@ -428,7 +441,7 @@ class SceneSerializer
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}
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else
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{
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_entitiesMissingParent.Add((entity, pId));
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_entitiesMissingParent.Add((entity, parentId));
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}
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Deserialize.Value(reader, "Position", out component.[Friend]_position);
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