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https://github.com/aharabada/glitchy-engine-beef.git
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Better asset processor selection, process subassets
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using GlitchyEngine.Content;
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using GlitchyEngine.Math;
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namespace GlitchyEngine.Renderer;
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class Sprite : Asset
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{
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private AssetHandle _textureHandle;
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private float4 _textureCoordinates;
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public AssetHandle TextureHandle => _textureHandle;
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public float4 TextureCoordinates => _textureCoordinates;
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public this(AssetHandle textureHandle, float4 textureCoordinates)
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{
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_textureHandle = textureHandle;
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_textureCoordinates = textureCoordinates;
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}
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}
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