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https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-06 05:01:53 +00:00
Fixed AssetHandle serialization
- Serialize MeshComponents - Fixed handling renamed files
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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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