mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Start of project system
+ added Directory.IsEmpty
This commit is contained in:
@@ -470,6 +470,12 @@ namespace GlitchyEditor.EditWindows
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{
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StringView searchString = StringView(&_entitySearchChars);
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if (_scene == null)
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{
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ImGui.TextUnformatted("<No scene open>");
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return;
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}
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if(searchString.IsWhiteSpace)
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{
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// Show entity hierarchy as tree
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@@ -361,8 +361,13 @@ class EditorContentManager : IContentManager
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IAssetLoader assetLoader = GetAssetLoader(file);
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// TODO: what are we supposed to do if we don't find a loader? Sure not crash...
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Log.EngineLogger.AssertDebug(assetLoader != null);
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// TODO: what are we supposed to do if we don't find a loader? Surely not crash...
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//Log.EngineLogger.AssertDebug(assetLoader != null);
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if (assetLoader == null)
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{
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Log.EngineLogger.Error($"No asset loader registered for asset {identifier}.");
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return .Invalid;
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}
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Asset loadedAsset;
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@@ -97,6 +97,12 @@ namespace GlitchyEditor
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}
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}
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private Project _currentProject ~ delete _;
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public Project CurrentProject => _currentProject;
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public bool IsProjectLoaded => _currentProject != null;
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[AllowAppend]
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public this(String[] args, EditorContentManager contentManager) : base("Editor")
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{
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@@ -115,9 +121,18 @@ namespace GlitchyEditor
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InitEditor();
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if (args.Count >= 1)
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LoadSceneFile(args[0]);
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{
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Result<void> result = OpenProject(args[0]);
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// Create a new scene, if LoadSceneFile failed
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if (result == .Err)
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Log.EngineLogger.Error($"Failed to open project \"{args[0]}\".");
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}
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/*if (args.Count >= 1)
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LoadSceneFile(args[0]);
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*/
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// Create a new scene if no scene is loaded
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if (_activeScene == null)
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NewScene();
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}
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@@ -188,14 +203,25 @@ namespace GlitchyEditor
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_editor.EditorSceneRenderer = _editorSceneRenderer;
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_editor.RequestOpenScene.Add(new (s, fileName) => {
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LoadSceneFile(fileName);
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String fullName = scope .();
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Path.Combine(fullName, _currentProject.AssetsFolder, fileName);
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LoadSceneFile(fullName);
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});
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}
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private bool _showCreateNewProject = false;
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public override void Update(GameTime gameTime)
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{
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Debug.Profiler.ProfileFunction!();
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if (IsProjectLoaded)
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UpdateScene(gameTime);
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}
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private void UpdateScene(GameTime gameTime)
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{
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_editor.CurrentScene = _activeScene;
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Scene.UpdateMode updateMode;
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@@ -244,7 +270,7 @@ namespace GlitchyEditor
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// Clear the swapchain-buffer
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RenderCommand.Clear(null, .Color | .Depth, .(0.2f, 0.2f, 0.2f), 1.0f, 0);
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RenderCommand.SetBlendState(_alphaBlendState);
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RenderCommand.SetDepthStencilState(_depthStencilState);
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@@ -261,7 +287,7 @@ namespace GlitchyEditor
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RenderCommand.SetBlendState(_alphaBlendState);
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RenderCommand.SetDepthStencilState(_depthStencilState);
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if (_editor.SceneViewportWindow.Visible)
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{
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_camera.Update(gameTime);
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@@ -383,6 +409,7 @@ namespace GlitchyEditor
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_editor.Update();
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_settingsWindow.Show();
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ShowCreateNewProjectModal();
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UI_Toolbar();
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@@ -619,6 +646,154 @@ namespace GlitchyEditor
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}
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}
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private Result<void> CreateNewProject(StringView directory, StringView projectName)
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{
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var createDirectoryResult = Directory.CreateDirectory(directory);
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if (createDirectoryResult case .Err(let error))
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{
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Log.ClientLogger.Error($"Failed to create directory \"{directory}\".");
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return .Err;
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}
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if (!Directory.IsEmpty(directory))
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{
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Log.ClientLogger.Error($"Cannot create project in non-empty directory.");
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return .Err;
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}
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Project newProject = Project.CreateNew(directory, projectName);
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var createAssetDirResult = Directory.CreateDirectory(newProject.AssetsFolder);
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if (createAssetDirResult case .Err(let error))
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{
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Log.ClientLogger.Error($"Failed to create asset directory \"{newProject.AssetsFolder}\".");
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return .Err;
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}
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// Copy .gitignore
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String gitignoreTarget = scope .();
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newProject.PathInProject(gitignoreTarget, ".gitignore");
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var copyGitignore = File.Copy("resources/gitignore.txt", gitignoreTarget);
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if (copyGitignore case .Err(let error))
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{
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Log.ClientLogger.Error($"Failed to copy .gitignore (\"{error}\").");
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}
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// TODO: VS Project
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return .Ok;
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}
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private bool _openCreateProjectModal;
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private void ShowCreateNewProjectModal()
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{
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static char8[128] projectNameBuffer = .();
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static char8[256] projectDirectoryBuffer = .();
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if (_openCreateProjectModal)
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{
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ImGui.OpenPopup("Create new Project");
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_openCreateProjectModal = false;
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projectNameBuffer = .();
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}
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// Always center this window when appearing
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var center = ImGui.GetMainViewport().GetCenter();
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ImGui.SetNextWindowPos(center, .Appearing, .(0.5f, 0.5f));
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if (ImGui.BeginPopupModal("Create new Project", null, .AlwaysAutoResize))
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{
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ImGui.TextUnformatted("Project Name:");
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ImGui.InputText("##projectName", &projectNameBuffer, projectNameBuffer.Count - 1);
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ImGui.NewLine();
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ImGui.TextUnformatted("Directory:");
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ImGui.InputText("##directory", &projectDirectoryBuffer, projectDirectoryBuffer.Count - 1);
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ImGui.SameLine();
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if (ImGui.Button("..."))
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{
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FolderBrowserDialog folderDialog = scope FolderBrowserDialog();
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Result<DialogResult> result = folderDialog.ShowDialog();
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if (result case .Ok(let dialogResult) && dialogResult case .OK)
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{
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folderDialog.SelectedPath.CopyTo(projectDirectoryBuffer);
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}
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}
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StringView projectName = StringView(&projectNameBuffer);
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StringView directory = StringView(&projectDirectoryBuffer);
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String target = scope String();
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Path.Combine(target, directory, projectName);
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ImGui.NewLine();
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ImGui.Text($"The Project will be in:\n{target}");
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ImGui.NewLine();
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ImGui.BeginDisabled(directory.IsWhiteSpace || projectName.IsWhiteSpace);
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if (ImGui.Button("Create"))
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{
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Result<void> result = CreateNewProject(target, projectName);
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if (result case .Ok)
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ImGui.CloseCurrentPopup();
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}
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ImGui.EndDisabled();
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ImGui.SameLine();
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if (ImGui.Button("Cancel"))
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{
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ImGui.CloseCurrentPopup();
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}
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ImGui.EndPopup();
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}
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}
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private void CloseCurrentProject()
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{
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OnSceneStop();
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SetReference!(_editorScene, null);
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SetReference!(_activeScene, null);
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_editor.CurrentScene = null;
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// TODO: Do actual work here!
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delete _currentProject;
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_currentProject = null;
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}
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private Result<void> OpenProject(StringView workspacePath)
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{
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CloseCurrentProject();
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_currentProject = Project.Load(workspacePath);
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String appAssemblyPath = scope String();
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// TODO: obviously change dll name, configurable?
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Path.Combine(appAssemblyPath, _currentProject.AssetsFolder, "Scripts/bin/Sandbox.dll");
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ScriptEngine.SetAppAssemblyPath(appAssemblyPath);
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// TODO: Load last opened scene
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NewScene();
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return .Ok;
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}
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/// Creates a new scene.
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private void NewScene()
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{
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@@ -753,6 +928,9 @@ namespace GlitchyEditor
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if(ImGui.BeginMenu("File", true))
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{
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if (ImGui.MenuItem("Create new Project...", "Ctrl+N"))
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_openCreateProjectModal = true;
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if (ImGui.MenuItem("New", "Ctrl+N"))
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NewScene();
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@@ -844,7 +1022,7 @@ namespace GlitchyEditor
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_camera.OnViewportResize(sizeX, sizeY);
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_activeScene.SetViewportSize(sizeX, sizeY);
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_activeScene?.SetViewportSize(sizeX, sizeY);
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}
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private void GameViewportSizeChanged(Object sender, float2 viewportSize)
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@@ -857,7 +1035,7 @@ namespace GlitchyEditor
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_gameViewportTarget.Resize(sizeX, sizeY);
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_activeScene.SetViewportSize(sizeX, sizeY);
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_activeScene?.SetViewportSize(sizeX, sizeY);
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}
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private bool OnKeyPressed(KeyPressedEvent e)
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@@ -0,0 +1,84 @@
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using System;
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using System.IO;
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using Bon;
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using GlitchyEngine;
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namespace GlitchyEditor;
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[BonTarget]
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class Project
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{
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[BonInclude]
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private String _projectName ~ delete _;
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[BonIgnore]
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private String _workspacePath ~ delete _;
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[BonIgnore]
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private String _assetsFolder ~ delete _;
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[BonIgnore]
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private String _scriptFolder ~ delete _;
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public StringView ProjectName => _projectName;
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public StringView WorkspacePath => _workspacePath;
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public StringView AssetsFolder => _assetsFolder;
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[AllowAppend]
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private this(StringView workspacePath)
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{
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_workspacePath = new String(workspacePath);
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_assetsFolder = new String();
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PathInProject(_assetsFolder, "Assets");
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}
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public void PathInProject(String target, StringView relativePath)
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{
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Path.Combine(target, WorkspacePath, relativePath);
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}
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public void GetRelativePath()
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{
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}
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public static Project CreateNew(StringView projectDirectory, StringView projectName)
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{
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Project project = new Project(projectDirectory);
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project._projectName = new String(projectName);
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String settingsFile = scope .();
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project.PathInProject(settingsFile, "project.gep");
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Result<void> result = Bon.SerializeIntoFile(project, settingsFile);
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if (result case .Err)
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Log.EngineLogger.Warning($"Failed to save project file \"{settingsFile}\".");
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return project;
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}
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public static Result<Project> Load(StringView projectDirectory)
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{
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Project project = new Project(projectDirectory);
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String settingsFile = scope .();
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project.PathInProject(settingsFile, "project.gep");
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if (File.Exists(settingsFile))
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{
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Result<void> result = Bon.DeserializeFromFile(ref project, settingsFile);
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if (result case .Err)
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Log.EngineLogger.Warning($"Failed to deserialize project file \"{settingsFile}\".");
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}
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else
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{
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Log.EngineLogger.Warning($"Project file \"{settingsFile}\" doesn't exist.");
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}
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return project;
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}
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}
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@@ -0,0 +1,13 @@
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namespace System.IO;
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extension Directory
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{
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[Import("Shlwapi.lib"), CLink, CallingConvention(.Stdcall)]
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private static extern System.Windows.IntBool PathIsDirectoryEmptyW(char16* pszPath);
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public static bool IsEmpty(StringView fileName)
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{
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// TODO: This is obviously windows only
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return PathIsDirectoryEmptyW(fileName.ToScopedNativeWChar!());
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}
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}
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@@ -95,6 +95,8 @@ static class ScriptEngine
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// TODO: This should be a global setting somewhere
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private static bool _debuggingEnabled = true;
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private static String _appAssemblyPath = new .() ~ delete _;
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internal static class Attributes
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{
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internal static MonoClass* s_ShowInEditorAttribute;
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@@ -106,8 +108,14 @@ static class ScriptEngine
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ScriptGlue.Init();
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LoadScriptAssemblies();
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}
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InitAssemblyWatcher();
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/// Changes the path to the current app assembly.
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public static void SetAppAssemblyPath(StringView appAssemblyPath)
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{
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_appAssemblyPath.Set(appAssemblyPath);
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ReloadAssemblies();
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}
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static void InitMono()
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@@ -138,33 +146,46 @@ static class ScriptEngine
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static void InitAssemblyWatcher()
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{
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if (_userAssemblyWatcher == null)
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// We don't need a file system watcher, if we have nothing to watch...
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if (!File.Exists(_appAssemblyPath))
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return;
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String directory = scope .();
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Path.GetDirectoryPath(_appAssemblyPath, directory);
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if (_userAssemblyWatcher != null && _userAssemblyWatcher.Directory != directory)
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{
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// TODO: Obviously don't hardcode path
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_userAssemblyWatcher = new FileSystemWatcher("SandboxProject/Assets/Scripts/bin/", "*/Sandbox.dll");
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_userAssemblyWatcher.OnChanged.Add(new (fileName) =>
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{
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// TODO: Temporary, we want to be able to reload while in play-mode. (+ Editor Scripts will be a thing some day)
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if (_entityScriptInstances.Count > 0)
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{
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Log.EngineLogger.Warning("There are script instances. Skipping assembly reload.");
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return;
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}
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Log.EngineLogger.Info("Script reload requested.");
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_userAssemblyWatcher.StopRaisingEvents();
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Application.Instance.InvokeOnMainThread(new () =>
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{
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Log.EngineLogger.Info("Reloading scripts...");
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ReloadAssemblies();
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Log.EngineLogger.Info("Scripts reloaded!");
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_userAssemblyWatcher.StartRaisingEvents();
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});
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});
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delete _userAssemblyWatcher;
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}
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String fileName = scope .("*/");
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Path.GetFileName(_appAssemblyPath, fileName);
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// TODO: Obviously don't hardcode path
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_userAssemblyWatcher = new FileSystemWatcher(directory, fileName);
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_userAssemblyWatcher.OnChanged.Add(new (fileName) =>
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{
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// TODO: Temporary, we want to be able to reload while in play-mode. (+ Editor Scripts will be a thing some day)
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if (_entityScriptInstances.Count > 0)
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{
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Log.EngineLogger.Warning("There are script instances. Skipping assembly reload.");
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return;
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}
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Log.EngineLogger.Info("Script reload requested.");
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_userAssemblyWatcher.StopRaisingEvents();
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Application.Instance.InvokeOnMainThread(new () =>
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{
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Log.EngineLogger.Info("Reloading scripts...");
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ReloadAssemblies();
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Log.EngineLogger.Info("Scripts reloaded!");
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_userAssemblyWatcher.StartRaisingEvents();
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});
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});
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_userAssemblyWatcher.StartRaisingEvents();
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}
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@@ -172,7 +193,14 @@ static class ScriptEngine
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{
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CreateAppDomain("GlitchyEngineScriptRuntime");
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(s_CoreAssembly, s_CoreAssemblyImage) = LoadAssembly("resources/scripts/ScriptCore.dll", _debuggingEnabled);
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(s_AppAssembly, s_AppAssemblyImage) = LoadAssembly("SandboxProject/Assets/Scripts/bin/Sandbox.dll", _debuggingEnabled);
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if (File.Exists(_appAssemblyPath))
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(s_AppAssembly, s_AppAssemblyImage) = LoadAssembly(_appAssemblyPath, _debuggingEnabled);
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else
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{
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s_AppAssembly = null;
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s_AppAssemblyImage = null;
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}
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ClearDictionaryAndReleaseValues!(_sharpClasses);
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@@ -184,6 +212,8 @@ static class ScriptEngine
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GetEntitiesFromAssemblies();
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ScriptGlue.RegisterManagedComponents();
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InitAssemblyWatcher();
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}
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public static void SetContext(Scene scene)
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@@ -355,6 +385,9 @@ static class ScriptEngine
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{
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ClearDictionaryAndReleaseValues!(_entityScripts);
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if (s_AppAssemblyImage == null)
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return;
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MonoTableInfo* typeDefinitionsTable = Mono.mono_image_get_table_info(s_AppAssemblyImage, .MONO_TABLE_TYPEDEF);
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int32 numTypes = Mono.mono_table_info_get_rows(typeDefinitionsTable);
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||||
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||||
Reference in New Issue
Block a user