mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Fixed circle rendering and added 2D circle collider
This commit is contained in:
@@ -18,7 +18,8 @@
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Y = 0,
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Z = 1,
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W = 1
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}
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},
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IsCircle = false
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},
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TransformComponent = {
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Position = {
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@@ -79,7 +80,8 @@
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Y = 0,
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Z = 1,
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W = 1
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}
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},
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IsCircle = false
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},
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TransformComponent = {
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Position = {
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@@ -160,9 +162,68 @@
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OrthographicHeight = 10,
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OrthographicNearPlane = 0,
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OrthographicFarPlane = 10,
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AspectRatio = 2.864979,
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AspectRatio = 2.01173,
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FixedAspectRatio = false
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}
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},
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{
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Id = 15710354273720487680,
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NameComponent = {
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Name = "Circle"
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},
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SpriterRendererComponent = {
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Color = {
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R = 1,
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G = 0,
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B = 0,
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A = 1
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},
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UvTransform = {
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X = 0,
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Y = 0,
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Z = 1,
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W = 1
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},
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IsCircle = true
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},
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TransformComponent = {
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Position = {
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X = -0.121203,
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Y = 0.66016,
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Z = 0
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},
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Rotation = {
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X = 0,
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Y = 0,
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Z = 0,
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W = 1
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},
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Scale = {
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X = 1,
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Y = 1,
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Z = 1
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},
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EditorEulerRotation = {
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X = 0,
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Y = 0,
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Z = 0
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}
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},
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Rigidbody2D = {
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BodyType = .Dynamic,
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FixedRotation = false
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},
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CircleCollider2D = {
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Offset = {
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X = 0,
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Y = 0
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},
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Radius = 0.5,
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Density = 1,
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Friction = 0.5,
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Restitution = 0,
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RestitutionThreshold = 0.5
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}
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}
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]
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}
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@@ -1,3 +1,5 @@
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#define EDITOR
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Texture2D Texture : register(t0);
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SamplerState Sampler : register(s0);
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@@ -14,6 +16,9 @@ struct VS_Input
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float4 Color : COLOR;
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float4 UVTransform : TEXCOORD1;
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float InnerRadius : TEXCOORD2;
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#ifdef EDITOR
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uint EntityId : ENTITYID;
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#endif
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};
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struct PS_Input
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@@ -22,6 +27,9 @@ struct PS_Input
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float2 RawPos : TEXCOORD0;
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float2 Texcoord : TEXCOORD1;
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float4 Color : COLOR;
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#ifdef EDITOR
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nointerpolation uint EntityId : ENTITYID;
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#endif
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float InnerRadius : TEXCOORD2;
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};
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@@ -35,11 +43,25 @@ PS_Input VS(VS_Input input)
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output.Color = input.Color;
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output.InnerRadius = input.InnerRadius;
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#ifdef EDITOR
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output.EntityId = input.EntityId;
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#endif
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return output;
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}
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float4 PS(PS_Input input) : SV_Target0
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struct PS_Output
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{
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float4 Color : SV_Target0;
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#ifdef EDITOR
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uint EntityId : SV_TARGET1;
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#endif
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};
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PS_Output PS(PS_Input input)
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{
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PS_Output output;
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float2 uv = input.RawPos * 2;
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float distance = 1.0f - length(uv);
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@@ -53,10 +75,14 @@ float4 PS(PS_Input input) : SV_Target0
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// Discard invisible pixels
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clip(amount - 0.5f);
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float4 color = Texture.Sample(Sampler, input.Texcoord) * input.Color;
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color.a *= amount;
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output.Color = Texture.Sample(Sampler, input.Texcoord) * input.Color;
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output.Color.a *= amount;
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return color;
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#ifdef EDITOR
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output.EntityId = input.EntityId;
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#endif
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return output;
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}
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#pragma Effect[VS=VS; PS=PS]
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@@ -66,6 +66,7 @@ namespace GlitchyEditor.EditWindows
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ShowComponentEditor<MeshComponent>("Mesh", entity, => ShowMeshComponentEditor, => ShowComponentContextMenu<MeshComponent>);
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ShowComponentEditor<Rigidbody2DComponent>("Rigidbody 2D", entity, => ShowRigidBody2DComponentEditor, => ShowComponentContextMenu<Rigidbody2DComponent>);
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ShowComponentEditor<BoxCollider2DComponent>("Box collider 2D", entity, => ShowBoxCollider2DComponentEditor, => ShowComponentContextMenu<BoxCollider2DComponent>);
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ShowComponentEditor<CircleCollider2DComponent>("Circle collider 2D", entity, => ShowCircleCollider2DComponentEditor, => ShowComponentContextMenu<CircleCollider2DComponent>);
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ShowAddComponentButton(entity);
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}
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@@ -278,6 +279,8 @@ namespace GlitchyEditor.EditWindows
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ImGui.EditVector<4>("UV Transform", ref *(float[4]*)&spriteRendererComponent.UvTransform);
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ImGui.Checkbox("Is Circle", &spriteRendererComponent.IsCircle);
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}
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private static void ShowMeshRendererComponentEditor(Entity entity, MeshRendererComponent* meshRendererComponent)
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@@ -471,6 +474,37 @@ namespace GlitchyEditor.EditWindows
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boxCollider.RestitutionThreshold = restitutionThreshold;
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}
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private static void ShowCircleCollider2DComponentEditor(Entity entity, CircleCollider2DComponent* circleCollider)
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{
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float textWidth = ImGui.CalcTextSize("Offset".CStr()).x;
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textWidth += ImGui.GetStyle().FramePadding.x * 3.0f;
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Vector2 offset = circleCollider.Offset;
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if (ImGui.EditVector2("Offset", ref offset, .Zero, 0.1f, textWidth))
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circleCollider.Offset = offset;
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float radius = circleCollider.Radius;
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if (ImGui.DragFloat("Radius", &radius, 0.0f, 0.1f, textWidth))
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circleCollider.Radius = radius;
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float density = circleCollider.Density;
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if (ImGui.DragFloat("Density", &density, 0.0f, 0.1f, textWidth))
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circleCollider.Density = density;
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float friction = circleCollider.Friction;
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if (ImGui.DragFloat("Friction", &friction, 0.0f, 0.1f, textWidth))
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circleCollider.Friction = friction;
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float restitution = circleCollider.Restitution;
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if (ImGui.DragFloat("Restitution", &restitution, 0.0f, 0.1f, textWidth))
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circleCollider.Restitution = restitution;
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float restitutionThreshold = circleCollider.RestitutionThreshold;
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if (ImGui.DragFloat("RestitutionThreshold", &restitutionThreshold, 0.0f, 0.1f, textWidth))
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circleCollider.RestitutionThreshold = restitutionThreshold;
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}
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private static void LabelColumn(StringView label)
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{
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ImGui.TextUnformatted(label);
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@@ -613,6 +647,7 @@ namespace GlitchyEditor.EditWindows
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ShowComponentButton<LightComponent>("Light");
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ShowComponentButton<Rigidbody2DComponent>("Rigidbody 2D");
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ShowComponentButton<BoxCollider2DComponent>("Box collider 2D");
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ShowComponentButton<CircleCollider2DComponent>("Circle collider 2D");
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ImGui.EndCombo();
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}
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