Fixed "Save component to edit mode" and also jankily save script data

This commit is contained in:
Simon Lübeß
2026-09-14 22:30:10 +02:00
parent d2c6c9a948
commit b927e2e709
3 changed files with 27 additions and 6 deletions
@@ -205,17 +205,29 @@ namespace GlitchyEditor.EditWindows
positionX -= buttonSize.X + ImGui.GetStyle().FramePadding.x;
ImGui.SameLine(positionX);
if (ImGui.ImageButton("save", EditorIcons.Instance.Icon_Save, (.)buttonSize))
if (ImGui.ImageButton("save_to_editor", EditorIcons.Instance.Icon_Save, (.)buttonSize))
{
if (Entity editorEntity = Editor.Instance.EditorScene.GetEntityByID(entity.UUID))
{
Scene.CopyComponent<TComponent>(entity, editorEntity);
if (typeof(TComponent) == typeof(ScriptComponent))
{
// TODO: Copy script data into editor
// TODO: Somehow get the scriptserializer used to serialize the editor scene
//scriptSerializer.SerializeScriptInstance(((ScriptComponent*)component).Instance);
// Dirty hack to get to the serialized script instances of the editor scene.
var serializer = EditorApp.Instance.EditorLayer.[Friend]_scriptSerializer;
// Dirty hack to remove the old data
if (serializer.SerializedObjects.GetAndRemove(entity.UUID) case .Ok(let kvPair))
{
delete kvPair.value;
}
// Just save the new data into the context (what could possibly go wrong?!)
// this could probably serialize too much data into our context (because we can serialize reference types)
// and leave a bunch of dangling data in it (because we can serialize reference types)
serializer.SerializeScriptInstance(((ScriptComponent*)component).Instance);
// This is also a massive hack to make sure we don't keep references to types, but this also mean we might serialize too much?
serializer.FinishSerialization();
}
}
else