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https://github.com/aharabada/glitchy-engine-beef.git
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EditorContentManager Part 1
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@@ -6,6 +6,8 @@ using System.IO;
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using GlitchyEngine.Math;
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using GlitchyEngine.Core;
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using System.Collections;
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using GlitchyEngine.Renderer;
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using GlitchyEngine.Content;
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namespace GlitchyEngine.World
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{
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@@ -84,11 +86,10 @@ namespace GlitchyEngine.World
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SerializeComponent<SpriterRendererComponent>(writer, entity, "SpriterRendererComponent", scope (component) =>
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{
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// TODO: Texture
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Serialize.Value(writer, "Color", component.Color);
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Serialize.Value(writer, "UvTransform", component.UvTransform);
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Serialize.Value(writer, "IsCircle", component.IsCircle);
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Serialize.Value(writer, "Sprite", component.Sprite);
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Serialize.Value(writer, "UvTransform", component.UvTransform);
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});
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SerializeComponent<TransformComponent>(writer, entity, "TransformComponent", scope (component) =>
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@@ -308,9 +309,19 @@ namespace GlitchyEngine.World
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Try!(Deserialize.Value(reader, "Color", out component.Color));
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reader.EntryEnd();
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Try!(Deserialize.Value(reader, "UvTransform", out component.UvTransform));
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reader.EntryEnd();
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Try!(Deserialize.Value(reader, "IsCircle", out component.IsCircle));
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reader.EntryEnd();
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String spriteName;
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Try!(Deserialize.Value(reader, "Sprite", out spriteName));
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if (spriteName != null)
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component.Sprite = Content.LoadAsset<Texture2D>(spriteName);
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delete spriteName;
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reader.EntryEnd();
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Try!(Deserialize.Value(reader, "UvTransform", out component.UvTransform));
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return .Ok;
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}));
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