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https://github.com/aharabada/glitchy-engine-beef.git
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Start of test and benchmark
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using GlitchyEngine;
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using GlitchyEngine.Core;
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using GlitchyEngine.Editor;
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using GlitchyEngine.Extensions;
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using GlitchyEngine.Physics;
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using GlitchyEngine.Serialization;
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namespace TestProject;
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class AClass
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{
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public AStruct MyStruct = new AStruct();
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public bool Test;
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}
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public class BClass
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{
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public float F;
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private BClass()
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{
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}
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public BClass(float f)
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{
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F = f;
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}
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}
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enum MyTestEnum
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{
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Case1 = 0,
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[Label("What have I done!?")]
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Yes = 1,
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No = 17,
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Maybe = 12,
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OhHellNaw = 33,
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[Label(null)]
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___OhHellNaw2,
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___OhH_e123llNaw3,
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}
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struct AStruct
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{
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public double Do = 5.5;
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public string Hello = "World!";
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public AStruct()
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{
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}
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}
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class SerializationTest : Entity
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{
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public static int StaticNumber;
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public float Floaty1 = 1; // Serialized, Visible
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[DontSerializeField]
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public float Floaty2 = -2.5f; // NOT Serialized, Visible
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[HideInEditor]
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public float Floaty3 = 1; // Serialized, Hidden
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[HideInEditor, DontSerializeField]
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public float Floaty4 = 1; // NOT Serialized, Hidden
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// "private", "protected" and "internal" work the same way
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private float Floaty5 = 1; // NOT Serialized, Hidden
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[SerializeField]
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private float Floaty6 = 7; // Serialized, Hidden
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[ShowInEditor]
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private float Floaty7 = 12.4f; // Serialized, Visible
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[ShowInEditor, DontSerializeField]
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private float Floaty8 = 69; // NOT Serialized, Visible
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public double Doubly = 1337;
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public double Doubly2 = 1337.69;
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[SerializeField]
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public decimal Decimaly = 420.69m;
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public AClass Classy = new AClass();
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public AClass NullClass = null;
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public MyTestEnum Enumy = MyTestEnum.Maybe;
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public List<BClass> Listy = new List<BClass>()
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{
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new BClass(1),
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new BClass(2),
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new BClass(3),
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};
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public List<BClass> NullList = null;
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public List<List<BClass>> JaggeredList = null;
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public BClass SecondReference;
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public int[] ArrayInts = new[] { 4, 5, 6 };
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public int[] NullArray = null;
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public AStruct MyStruct = new ();
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public List<AStruct> StructList = new List<AStruct>()
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{
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new AStruct(),
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new AStruct()
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{
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Do = 15,
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Hello = "Hi"
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}
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};
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public AStruct[] StructArray = {
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new()
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{
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Do = 123,
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Hello = "How are you doing?"
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},
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new()
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};
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public BClass[] ClassArray = {
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null,
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new(5),
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null
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};
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public Entity JustAnEntity;
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public Rigidbody2D RocketsRigidBody;
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public Dictionary<string, int> TestDictionary = null;
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public SerializationTest()
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{
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SecondReference = Listy[0];
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ClassArray[0] = SecondReference;
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}
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// TODO: Dictionary mit custom serializer?
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[ShowButton("Try Serialization")]
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void Serialize()
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{
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TestDictionary = new()
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{
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{ "Test", 1 },
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{ "Taste", 2 }
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};
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//try
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//{
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// //EntitySerializer.SerializationContext ctx = new();
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// //EntitySerializer.Serialize(this, ctx);
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// //string ser = ctx.ToString();
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//}
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//catch (Exception e)
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//{
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// Console.WriteLine(e);
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// throw;
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//}
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}
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protected override void OnCreate()
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{
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//Log.Info($"Entity: {JustAnEntity?.UUID}");
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//Log.Info($"TheRocket: {TheRocket?.UUID}");
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//Log.Info($"RocketsRigidBody: {RocketsRigidBody?.UUID}");
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//if (TestDictionary != null)
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//{
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// foreach (var (key, value) in TestDictionary)
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// {
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// Log.Info($"Key: {key}, Value: {value}");
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// }
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//}
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}
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}
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/*
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Expected output:
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Object 0:
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Type = SerializationTest
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Floaty1 (float) = 1
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Floaty3 (float) = 1
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Floaty7 (float) = 12
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Classy (Object Reference) = (REF: Object 1)
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NullClass (Object Reference) = NULL
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Enumy (Enum) = MyTestEnum.Maybe
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Listy (List) = (REF: List 0)
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NullList (List) = NULL
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SecondReference (Object Reference) = (REF: Object 2) // Notice, how we reference the same Object as Listy[0]
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ArrayInts (List) = (REF: List 1)
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NullArray (List) = NULL
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MyStruct.Do (double) = 5.5
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MyStruct.Hello (string) = "World!"
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StructList (List) = (REF: List 2)
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Object 1: // Classy
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Type = AClass
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Object 2: // Listy[0]
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Type = BClass
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F (float) = 1.0f
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Object 3: // Listy[1]
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Type = BClass
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F (float) = 2.0f
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Object 4: // Listy[2]
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Type = BClass
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F (float) = 3.0f
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List 0:
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ElementType = BClass
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Serialization Type = Object Reference
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Element 0 = (REF: Object 2)
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Element 1 = (REF: Object 3)
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Element 2 = (REF: Object 4)
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List 1:
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ElementType = int32
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Serialization Type = int32
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Element 0 = 4
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Element 1 = 5
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Element 2 = 6
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List 2:
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ElementType = AStruct
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Serialization Type = Struct
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Element 0:
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Do (double) = 5.5
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Hello (string) = "World!"
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Element 1:
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Do (double) = 15
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Hello (string) = "Hi"
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*/
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@@ -0,0 +1,33 @@
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using GlitchyEngine;
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using GlitchyEngine.Math;
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using System;
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using System.Runtime.InteropServices;
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using static GlitchyEngine.Math.Math;
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namespace TestProject;
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public class TestScript : Entity
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{
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/// <summary>
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/// OnCreate is called once before the first call to OnUpdate.
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/// </summary>
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protected override void OnCreate()
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{
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}
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/// <summary>
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/// OnUpdate is called once every frame.
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/// </summary>
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protected override void OnUpdate(float deltaTime)
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{
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}
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}
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public static class Test
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{
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[UnmanagedCallersOnly]
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public static void TestFunc()
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{
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}
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}
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