mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 21:01:52 +00:00
Fixed AssetHandle serialization
- Serialize MeshComponents - Fixed handling renamed files
This commit is contained in:
@@ -45,21 +45,9 @@ namespace GlitchyEngine.World
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}
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[Component("Sprite Renderer")]
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struct SpriteRendererComponent// : IDisposableComponent
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struct SpriteRendererComponent
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{
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private AssetHandle<Texture2D> _sprite = .Invalid;
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public AssetHandle<Texture2D> Sprite
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{
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get => _sprite;
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set mut
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{
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if (_sprite == value)
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return;
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_sprite = value;
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//SetReference!(_sprite, value);
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}
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}
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public AssetHandle<Texture2D> Sprite = .Invalid;
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public ColorRGBA Color = .White;
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public Vector4 UvTransform = .(0, 0, 1, 1);
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@@ -5,26 +5,8 @@ using GlitchyEngine.Content;
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namespace GlitchyEngine.World
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{
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/// A component that allows to render a mesh.
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public struct MeshRendererComponent// : IDisposableComponent
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public struct MeshRendererComponent
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{
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private AssetHandle<Material> _material = .Invalid;
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public AssetHandle<Material> Material
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{
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[Inline]
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get => _material;
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set mut
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{
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if(_material == value)
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return;
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_material = value;
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}
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}
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/*public void Dispose() mut
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{
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_material?.ReleaseRef();
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}*/
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public AssetHandle<Material> Material = .Invalid;
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}
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}
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@@ -47,14 +47,6 @@ namespace GlitchyEngine.World
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public this()
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{
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/*Entity entity = CreateEntity("Green Quad");
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entity.AddComponent<SpriterRendererComponent>(.(ColorRGBA.SRgbToLinear(.(0.2f, 0.9f, 0.15f))));
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Entity entity2 = CreateEntity("Red Square");
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var v = entity2.AddComponent<SpriterRendererComponent>(.(ColorRGBA.SRgbToLinear(.(0.95f, 0.1f, 0.3f))));
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v.Sprite = new Texture2D("Textures/rocket.dds");
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v.Sprite.SamplerState = SamplerStateManager.PointClamp;*/
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_onComponentAddedHandlers.Add(typeof(CameraComponent), (e, t, c) => {
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CameraComponent* cameraComponent = (.)c;
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@@ -99,6 +91,7 @@ namespace GlitchyEngine.World
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// Copy components
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//CopyComponents<TransformComponent>(this, target); /* Parent will be copied below*/
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CopyComponents<MeshRendererComponent>(this, target);
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CopyComponents<MeshComponent>(this, target);
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CopyComponents<EditorComponent>(this, target);
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CopyComponents<SpriteRendererComponent>(this, target);
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CopyComponents<CameraComponent>(this, target);
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@@ -335,156 +328,6 @@ namespace GlitchyEngine.World
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}
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finalTarget.ReleaseRef();
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/*Debug.Profiler.ProfileRendererFunction!();
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finalTarget.AddRef();
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TransformSystem.Update(_ecsWorld);
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// Run scripts
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for (var (entity, script) in _ecsWorld.Enumerate<NativeScriptComponent>())
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{
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if (script.Instance == null)
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{
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script.Instance = script.InstantiateFunction();
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script.Instance._entity = Entity(entity, this);
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script.Instance.[Friend]OnCreate();
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}
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script.Instance.[Friend]OnUpdate(gameTime);
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}
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// Find camera
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Camera* primaryCamera = null;
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Matrix primaryCameraTransform = default;
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RenderTargetGroup renderTarget = null;
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for (var (entity, transform, camera) in _ecsWorld.Enumerate<TransformComponent, CameraComponent>())
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{
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if (camera.Primary)// && camera.RenderTarget != null)
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{
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primaryCamera = &camera.Camera;
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primaryCameraTransform = transform.WorldTransform;
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//renderTarget = camera.RenderTarget..AddRef();
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}
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}
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if (primaryCamera != null)
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{
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// 3D render
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Renderer.BeginScene(*primaryCamera, primaryCameraTransform, _compositeTarget, finalTarget);
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for (var (entity, transform, mesh, meshRenderer) in _ecsWorld.Enumerate<TransformComponent, MeshComponent, MeshRendererComponent>())
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{
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Renderer.Submit(mesh.Mesh, meshRenderer.Material, entity, transform.WorldTransform);
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}
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for (var (entity, transform, light) in _ecsWorld.Enumerate<TransformComponent, LightComponent>())
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{
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Renderer.Submit(light.SceneLight, transform.WorldTransform);
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}
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Renderer.EndScene();
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// TODO: alphablending (handle in Renderer2D)
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// TODO: 2D-Postprocessing requires rendering into separate target instead of directly into compositeTarget
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RenderCommand.SetRenderTargetGroup(_compositeTarget);
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RenderCommand.BindRenderTargets();
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// Sprite renderer
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Renderer2D.BeginScene(*primaryCamera, primaryCameraTransform, .BackToFront);
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for (var (entity, transform, sprite) in _ecsWorld.Enumerate<TransformComponent, SpriterRendererComponent>())
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{
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Renderer2D.DrawSprite(transform.WorldTransform, sprite, entity.Index);
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}
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Renderer2D.EndScene();
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// Gamma correct composit target and draw it into viewport
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{
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RenderCommand.UnbindRenderTargets();
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RenderCommand.SetRenderTargetGroup(finalTarget, false);
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RenderCommand.BindRenderTargets();
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_gammaCorrectEffect.SetTexture("Texture", _compositeTarget, 0);
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// TODO: iiihhh
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_gammaCorrectEffect.Bind(Application.Get().Window.Context);
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FullscreenQuad.Draw();
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}
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}
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finalTarget.ReleaseRef();*/
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/*
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Debug.Profiler.ProfileRendererFunction!();
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TransformSystem.Update(_ecsWorld);
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for (var (entity, script) in _ecsWorld.Enumerate<NativeScriptComponent>())
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{
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if (script.Instance == null)
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{
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script.Instance = script.InstantiateFunction();
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script.Instance._entity = Entity(entity, this);
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script.Instance.[Friend]OnCreate();
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}
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script.Instance.[Friend]OnUpdate(gameTime);
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}
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Camera* primaryCamera = null;
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Matrix primaryCameraTransform = default;
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RenderTargetGroup renderTarget = null;
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for (var (entity, transform, camera) in _ecsWorld.Enumerate<TransformComponent, CameraComponent>())
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{
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if (camera.Primary && camera.RenderTarget != null)
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{
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primaryCamera = &camera.Camera;
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primaryCameraTransform = transform.WorldTransform;
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renderTarget = camera.RenderTarget..AddRef();
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}
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}
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if (primaryCamera != null)
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{
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// 3D render
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Renderer.BeginScene(*primaryCamera, primaryCameraTransform, renderTarget, finalTarget);
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for (var (entity, transform, mesh, meshRenderer) in _ecsWorld.Enumerate<TransformComponent, MeshComponent, MeshRendererComponent>())
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{
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Renderer.Submit(mesh.Mesh, meshRenderer.Material, transform.WorldTransform);
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}
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for (var (entity, transform, light) in _ecsWorld.Enumerate<TransformComponent, LightComponent>())
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{
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Renderer.Submit(light.SceneLight, transform.WorldTransform);
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}
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Renderer.EndScene();
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// Sprite renderer
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Renderer2D.BeginScene(*primaryCamera, primaryCameraTransform);
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for (var (entity, transform, sprite) in _ecsWorld.Enumerate<TransformComponent, SpriterRendererComponent>())
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{
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Renderer2D.DrawQuad(transform.WorldTransform, sprite.Sprite, sprite.Color);
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}
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Renderer2D.EndScene();
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renderTarget?.ReleaseRef();
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}
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*/
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}
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public void UpdateEditor(GameTime gameTime, EditorCamera camera, RenderTargetGroup viewportTarget, delegate void() DebugDraw3D, delegate void() DrawDebug2D)
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@@ -84,11 +84,13 @@ class SceneSerializer
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Serialize.Value(writer, "Name", component.Name);
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});
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SerializeComponent<SpriteRendererComponent>(writer, entity, "SpriterRendererComponent", scope (component) =>
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SerializeComponent<SpriteRendererComponent>(writer, entity, "SpriteRendererComponent", scope (component) =>
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{
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Serialize.Value(writer, "Color", component.Color);
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Serialize.Value(writer, "IsCircle", component.IsCircle);
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Serialize.Value(writer, "Sprite", component.Sprite.Get().Identifier);
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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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@@ -172,12 +174,12 @@ class SceneSerializer
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SerializeComponent<MeshComponent>(writer, entity, "MeshComponent", scope (component) =>
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{
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Serialize.Value(writer, "Mesh", component.Mesh.Identifier);
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Serialize.Value(writer, "Mesh", component.Mesh);
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});
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SerializeComponent<MeshRendererComponent>(writer, entity, "MeshRendererComponent", scope (component) =>
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{
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Serialize.Value(writer, "Material", component.Material.Identifier);
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Serialize.Value(writer, "Material", component.Material);
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});
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}
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@@ -329,7 +331,7 @@ class SceneSerializer
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return .Ok;
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}));
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case "SpriterRendererComponent":
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case "SpriteRendererComponent":
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Try!(DeserializeComponent<SpriteRendererComponent>(reader, entity, scope (component) =>
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{
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Try!(Deserialize.Value(reader, "Color", out component.Color));
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@@ -337,7 +339,7 @@ class SceneSerializer
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Try!(Deserialize.Value(reader, "IsCircle", out component.IsCircle));
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reader.EntryEnd();
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component.Sprite = DeserializeAssetHandle!<Texture2D>("Sprite");
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Try!(Deserialize.Value(reader, "Sprite", out component.Sprite));
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reader.EntryEnd();
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Try!(Deserialize.Value(reader, "UvTransform", out component.UvTransform));
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@@ -486,14 +488,14 @@ class SceneSerializer
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case "MeshComponent":
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Try!(DeserializeComponent<MeshComponent>(reader, entity, scope (component) =>
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{
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component.Mesh = DeserializeAssetHandle!<GeometryBinding>("Mesh");
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Try!(Deserialize.Value(reader, "Mesh", out component.Mesh));
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return .Ok;
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}));
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case "MeshRendererComponent":
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Try!(DeserializeComponent<MeshRendererComponent>(reader, entity, scope (component) =>
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{
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component.Material = DeserializeAssetHandle!<Material>("Material");
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Try!(Deserialize.Value(reader, "Material", out component.Material));
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return .Ok;
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}));
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