4 Commits
22 changed files with 589 additions and 65 deletions
+11 -2
View File
@@ -1,8 +1,10 @@
FileVersion = 1
Locked = ["ImGui"]
Unlocked = ["corlib"]
[Workspace]
StartupProject = "GlitchyEditor"
PreprocessorMacros = ["IMGUI"]
[Projects]
GlitchyEngine = {Path = "GlitchyEngine"}
@@ -20,17 +22,24 @@ ImGuizmo = {Path = "GlitchyEngine/vendor/imgui/ImGuizmo"}
GlitchyEngineHelper = {Path = "GlitchyEngineHelper"}
bon = {Path = "GlitchyEngine/vendor/bon"}
box2d-beef = {Path = "GlitchyEngine/vendor/box2D"}
"Beef.Linq" = {Path = "GlitchyEngine/vendor/Beef.Linq/src"}
ScriptCore = {Path = "ScriptCore"}
NetHostBeef = {Path = "GlitchyEngine/vendor/NetHostBeef/NetHostBeef"}
"GlitchyEngine.Test" = {Path = "GlitchyEngine.Test"}
Xml-Beef = {Path = "GlitchyEngine/vendor/Xml-Beef"}
"GlitchyEngine.Benchmark" = {Path = "GlitchyEngine.Benchmark"}
"Beef.Linq" = {Path = "GlitchyEngine/vendor/Beef.Linq"}
"Oregano.git" = {Git = "https://github.com/zerkawei/Oregano.git"}
[WorkspaceFolders]
GlitchyEngine = ["GlitchyEngine", "GlitchLog", "GlitchyEngineHelper", "ScriptCore", "GlitchyEngine.Test", "GlitchyEngine.Benchmark"]
"GlitchyEngine/Dependencies" = ["cgltf-beef", "DirectX", "FreeType", "ImGui", "ImGuiImplDX11", "ImGuiImplWin32", "ImGuizmo", "LodePng", "msdfgen-beef", "bon", "box2d-beef", "Beef.Linq", "NetHostBeef", "Xml-Beef"]
"GlitchyEngine/Dependencies" = ["cgltf-beef", "DirectX", "FreeType", "ImGui", "ImGuiImplDX11", "ImGuiImplWin32", "ImGuizmo", "LodePng", "msdfgen-beef", "bon", "box2d-beef", "NetHostBeef", "Xml-Beef", "Beef.Linq"]
Beef = ["Beefy2D", "corlib"]
[Configs.Debug.Win64]
AllocStackTraceDepth = 12
ConfigSelections = {"GlitchyEngine.Test" = {Enabled = false}}
[Configs.Release.Win64]
Toolset = "Microsoft"
LTOType = "None"
ConfigSelections = {"GlitchyEngine.Test" = {Enabled = false}}
+6
View File
@@ -0,0 +1,6 @@
FileVersion = 1
[Locks."Oregano.git".Git]
URL = "https://github.com/zerkawei/Oregano.git"
Tag = ""
Hash = "0811b2dc6a878c472d2bc08b37ebc0862f853290"
+2 -1
View File
@@ -15,13 +15,14 @@ ImGuiImplDX11 = "*"
ImGuiImplWin32 = "*"
ImGuizmo = "*"
"Beef.Linq" = "*"
"Oregano.git" = {Git = "https://github.com/zerkawei/Oregano.git"}
[Platform.Windows]
IconFile = "$(ProjectDir)/Resources/Textures/GlitchyEngineIcon.ico"
[Configs.Debug.Win64]
PostBuildCmds = ["CopyFilesIfNewer(\"$(WorkspaceDir)/bin/vswhere.exe\", \"$(TargetDir)\")"]
DebugCommandArguments = "\"$(ProjectDir)/../GlitchyEngine.Test/content/TestProject\""
DebugCommandArguments = "\"D:\\Development\\Git\\SingleStateToOrbit\\\""
PreprocessorMacros = ["DEBUG", "IMGUI"]
[Configs.Release.Win64]
@@ -33,6 +33,10 @@ class AssetHierarchy
public TreeNode<AssetNode> RootNode => _assetRootNode;
private append ScriptProjectDirtyManager _scriptProjectDirtyManager = .();
public ScriptProjectDirtyManager ScriptProjectDirtyManager => _scriptProjectDirtyManager;
public StringView ResourcesDirectory
{
get => _resourcesDirectory;
@@ -235,6 +239,8 @@ class AssetHierarchy
//SetupResourcesFileSystemWatcher();
UpdateFiles();
ScriptProjectDirtyManager.SetVeryDirty();
}
/// Sets path to the directory that contains the game assets.
@@ -322,18 +328,24 @@ class AssetHierarchy
Log.EngineLogger.Trace($"File content changed (\"{filename}\")");
FileContentChanged(filename);
ScriptProjectDirtyManager.AssetChanged(filename);
});
fsw.OnCreated.Add(new (filename) => {
Log.EngineLogger.Trace($"File created (\"{filename}\")");
DeferFileTreeUpdate();
ScriptProjectDirtyManager.AssetChanged(filename);
});
fsw.OnDeleted.Add(new (filename) => {
Log.EngineLogger.Trace($"File deleted (\"{filename}\")");
DeferFileTreeUpdate();
ScriptProjectDirtyManager.AssetChanged(filename);
});
fsw.OnRenamed.Add(new (oldName, newName) => {
@@ -342,6 +354,9 @@ class AssetHierarchy
FileRenamed(oldName, newName);
DeferFileTreeUpdate();
ScriptProjectDirtyManager.AssetChanged(oldName);
ScriptProjectDirtyManager.AssetChanged(newName);
});
fsw.StartRaisingEvents();
@@ -0,0 +1,187 @@
using System;
using System.IO;
using System.Collections;
using Oregano;
using System.Diagnostics;
using GlitchyEditor.Settings;
namespace GlitchyEditor.Assets;
class ScriptProjectDirtyManager
{
private bool _anyAssetDirty;
private bool _projectFileDirty;
private bool _forceRebuild;
public void AssetChanged(StringView assetPath)
{
_anyAssetDirty = true;
_projectFileDirty |= CheckIfProjectFile(assetPath);
}
private bool CheckIfProjectFile(StringView assetPath)
{
for (Regex regex in _patterns)
{
if (regex.IsMatch(assetPath))
{
return true;
}
}
return false;
}
public void SetClean()
{
_anyAssetDirty = false;
_projectFileDirty = false;
_forceRebuild = false;
}
public void SetVeryDirty()
{
_forceRebuild = true;
}
public bool NeedsRebuild(RebuildOnPlay rebuildMode)
{
switch (rebuildMode)
{
case .Off:
return _forceRebuild;
case .Always:
return true;
case .WhenAnyAssetsChanged:
return _anyAssetDirty || _forceRebuild;
case .UseFastUpToDateCheck:
return _projectFileDirty || _forceRebuild;
}
}
private static List<StringView> patterns = new .(){
"**/*.cs", // C# source files
"**/*.csproj", // C# Project file
"**/*.props", // MSBuild properties
"**/*.targets", // MSBuild targets
"**/*.resx", // Embedded .NET-Ressources
"**/*.editorconfig", // Compiler- and Analyzer-config
"**/*.globalconfig", // Global Analyzer-config
"**/global.json",
"**/NuGet.Config",
"**/packages.lock.json",
"**/runtimeconfig.template.json"
} ~ delete _;
private List<Regex> _patterns = new .() ~ DeleteContainerAndItems!(_);
// Oregano's Regex doesn't copy the pattern but keeps StringViews into it, so the strings must live as long as the regexes.
private List<String> _patternStrings = new .() ~ DeleteContainerAndItems!(_);
public this()
{
for (StringView pattern in patterns)
{
String regexString = new .();
if (CompileRegexFromGlob(pattern, regexString) case .Ok(let regex))
{
_patternStrings.Add(regexString);
_patterns.Add(regex);
}
else
{
delete regexString;
}
}
}
/// Converts the glob into a regex string (written to outRegex) and compiles it.
/// The returned Regex references outRegex, so outRegex must outlive it.
private static Result<Regex> CompileRegexFromGlob(StringView glob, String outRegex)
{
outRegex.Append('^');
int inBrackets = 0;
bool isInBrackets() => inBrackets > 0;
bool isWildcard = false;
bool wasDoubleWildcard = false;
for (char8 c in glob)
{
if (isWildcard)
{
isWildcard = false;
if (c == '*')
{
// **
outRegex.Append(@"(?:.*[\\/])?");
wasDoubleWildcard = true;
continue;
}
else
{
outRegex.Append(@"[^\\/]*");
}
}
if (c == '[')
{
inBrackets++;
outRegex.Append(c);
continue;
}
else if (c == ']')
{
inBrackets--;
outRegex.Append(c);
continue;
}
if (c == '.')
{
if (isInBrackets())
outRegex.Append('.');
else
outRegex.Append(@"\.");
continue;
}
if (isInBrackets())
{
outRegex.Append(c);
continue;
}
else
{
if (c == '?')
{
outRegex.Append(@"[^\\/]");
continue;
}
else if (c == '*')
{
isWildcard = true;
continue;
}
else if (c == '/')
{
if (!wasDoubleWildcard)
outRegex.Append(@"\/");
continue;
}
else
{
outRegex.Append(c);
continue;
}
}
}
outRegex.Append('$');
return Regex.Compile(outRegex);
}
}
+4 -2
View File
@@ -232,14 +232,16 @@ namespace GlitchyEditor
}
/// Rebuilds the C# scripts.
public BuildScriptsBackgroundTask BuildScripts(bool reloadAfterBuild = true)
public BuildScriptsBackgroundTask BuildScripts(bool reloadAfterBuild = true, bool doCleanRebuild = false)
{
ScriptEngine.SuspendAssemblyWatcher();
BuildScriptsBackgroundTask task = new .(EditorApp.Instance.Settings.ScriptSettings.DotNetExecutablePath, EditorApp.Instance.EditorLayer.CurrentProject, false){ DeleteWhenEnded = true };
BuildScriptsBackgroundTask task = new .(EditorApp.Instance.Settings.ScriptSettings.DotNetExecutablePath, EditorApp.Instance.EditorLayer.CurrentProject, releaseBuild: false, doCleanRebuild){ DeleteWhenEnded = true };
task.ContinueWith(new (task) => {
ScriptEngine.ResumeAssemblyWatcher();
EditorApp.Instance.ContentManager.AssetHierarchy.ScriptProjectDirtyManager.SetClean();
if (reloadAfterBuild)
{
EditorApp.Instance.InvokeOnMainThread(new () => {
+2
View File
@@ -23,6 +23,8 @@ namespace GlitchyEditor
public new static EditorApp Instance => Application.Instance as EditorApp;
public new EditorContentManager ContentManager => _contentManager;
private append BackgroundTaskManager _backgroundTaskManager = .();
public BackgroundTaskManager BackgroundTaskManager => _backgroundTaskManager;
+6 -1
View File
@@ -824,7 +824,7 @@ namespace GlitchyEditor
{
Debug.Profiler.ProfileFunction!();
if (allowRebuild && EditorApp.Instance.Settings.ScriptSettings.RebuildOnPlay)
if (allowRebuild && _contentManager.AssetHierarchy.ScriptProjectDirtyManager.NeedsRebuild(EditorApp.Instance.Settings.ScriptSettings.RebuildOnPlayMode))
{
// Don't immediately reload the scripts after the build, because SetActiveScene will do that anyway.
var task = _editor.BuildScripts(reloadAfterBuild: false);
@@ -1543,6 +1543,11 @@ namespace GlitchyEditor
ImGui.AttachTooltip("Compiles the C# script project.");
if(ImGui.MenuItem("Clean and build Scripts", "Ctrl+Shift+B"))
_editor.BuildScripts(doCleanRebuild: true);
ImGui.AttachTooltip("Makes a clean rebuild of the C# script project.");
if(ImGui.MenuItem("Reload Scripts", "Ctrl+Shift+R"))
_editor.ReloadScripts();
@@ -19,16 +19,18 @@ class BuildScriptsBackgroundTask : BackgroundTask
private Project _project;
private bool _releaseBuild;
private StringView _dotnetPath;
private bool _doCleanRebuild;
private String _buildLog = new .() ~ delete _;
private SpawnedProcess _process ~ delete _;
public this(StringView dotnetPath, Project project, bool releaseBuild)
public this(StringView dotnetPath, Project project, bool releaseBuild, bool doCleanRebuild)
{
_dotnetPath = dotnetPath;
_project = project;
_releaseBuild = releaseBuild;
_doCleanRebuild = doCleanRebuild;
}
public override RunResult Run()
@@ -81,10 +83,22 @@ class BuildScriptsBackgroundTask : BackgroundTask
processInfo.SetFileName(EditorApp.Instance.Settings.ScriptSettings.DotNetExecutablePath);
StringView target;
if (_doCleanRebuild)
{
target = "build -t:Rebuild";
}
else
{
target = "build";
}
// -sc|--self-contained... Publish the .NET runtime with your application so the runtime doesn't need to be installed on the target machine.
// -> This might be useful to build the final game
// -o|--ouput <OUTPUT_DIRECTORY>... might be useful for building the final game
processInfo.SetArguments(scope $"build -c {(_releaseBuild ? "Release" : "Debug")}");
processInfo.SetArguments(scope $"{target} -c {(_releaseBuild ? "Release" : "Debug")}");
_process = new SpawnedProcess();
+34 -3
View File
@@ -53,6 +53,20 @@ struct SettingAttribute : Attribute
}
}
/// Fields with this Attribute will be exposed as settings.
[AttributeUsage(AttributeTargets.StaticField, .ReflectAttribute)]
struct SettingValueAttribute : Attribute
{
public String Name;
public String Tooltip;
public this(String name, String tooltip = "")
{
Name = name;
Tooltip = tooltip;
}
}
/// Fields with this Attribute will be exposed as settings.
[AttributeUsage(.Method, .ReflectAttribute | .AlwaysIncludeTarget)]
struct CustomSettingRendererAttribute : Attribute
@@ -239,6 +253,24 @@ class IdeInstallation
// This would however be quite complicated to implement well, when looking at how different Visual Studio and Rider already are.
}
[Reflect]
enum RebuildOnPlay
{
[SettingValue("Off", "The scripts will not be rebuild when entering play mode.")]
Off,
[SettingValue("Always", "The scripts will always be rebuild when entering play mode.")]
Always,
[SettingValue("When any Asset changed", """
The scripts will automatically be rebuild when any asset in asset-directory changed, even if it is not necessary for the build process.
This can be helpful if you include files in your build-process that are not detected by the heuristic up to date check.
""")]
WhenAnyAssetsChanged,
[SettingValue("When the fancy dancy heuristic check says so.", """
A highly sophisticated heuristic will determine if a rebuild is required.
""")]
UseFastUpToDateCheck
}
[Reflect]
class ScriptSettings
{
@@ -270,9 +302,8 @@ class ScriptSettings
private bool _lookedForVs = false;
private bool _lookedForRider = false;
[Setting("Tools", "Rebuild scripts on play", "If active, the scripts will be rebuilt every time the user presses play."), BonInclude]
public bool RebuildOnPlay = true;
[Setting("Tools", "Rebuild scripts on play mode", "Configures if and how the scripts will be rebuilt every time the play mode is entered."), BonInclude]
public RebuildOnPlay RebuildOnPlayMode = .UseFastUpToDateCheck;
[Setting("Tools", "Automatically rebuild changed scripts", "If active, the scripts will be rebuilt every time the user presses play."), BonInclude]
public bool AutoRebuildOnChange = true;
+33 -2
View File
@@ -363,12 +363,23 @@ namespace GlitchyEditor
// TODO: handle multiple Flags (as a separate enum type handler though!)
StringView currentName = "";
StringView currentTooltip = "";
for (let (name, value) in Enum.GetEnumerator(fieldInfo.FieldType))
{
if (value == underlyingValue)
{
currentName = name;
if (fieldInfo.FieldType.GetField(@name.Index) case .Ok(FieldInfo info) &&
info.GetCustomAttribute<SettingValueAttribute>() case .Ok(SettingValueAttribute settingValue))
{
currentName = settingValue.Name;
currentTooltip = settingValue.Tooltip;
}
else
{
currentName = name;
}
break;
}
}
@@ -379,7 +390,17 @@ namespace GlitchyEditor
{
bool isSelected = (name == currentName);
if (ImGui.Selectable(name.ToScopeCStr!(), isSelected))
StringView valueName = name;
StringView valueTooltip = "";
if (fieldInfo.FieldType.GetField(@name.Index) case .Ok(FieldInfo info) &&
info.GetCustomAttribute<SettingValueAttribute>() case .Ok(SettingValueAttribute settingValue))
{
valueName = settingValue.Name;
valueTooltip = settingValue.Tooltip;
}
if (ImGui.Selectable(valueName.ToScopeCStr!(), isSelected))
{
// Set value in field reference
switch (fieldInfo.FieldType.Size)
@@ -393,10 +414,20 @@ namespace GlitchyEditor
if (!isSelected)
_settingsChanged = true;
}
if (!valueTooltip.IsEmpty)
{
ImGui.AttachTooltip(valueTooltip);
}
}
ImGui.EndCombo();
}
if (!currentTooltip.IsEmpty)
{
ImGui.AttachTooltip(currentTooltip);
}
}
if (setting.Name == _SettingToHighlight)
@@ -0,0 +1,179 @@
{
Version = 1,
Entities = [
{
Id = 8893155135649576304,
NameComponent = {
Name = "Camera"
},
TransformComponent = {
Position = {
X = 0,
Y = 2,
Z = -5
},
Rotation = {
X = 0,
Y = 0.21643962,
Z = 0,
W = 0.976296
},
Scale = {
X = 1,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0,
Y = 0.43633237,
Z = 0
}
},
CameraComponent = {
Primary = true,
ProjectionType = .InfinitePerspective,
PerspectiveFovY = 1.3089969,
PerspectiveNearPlane = 0.1,
PerspectiveFarPlane = 10000,
OrthographicHeight = 10,
OrthographicNearPlane = 0,
OrthographicFarPlane = 10,
AspectRatio = 1.9840086,
FixedAspectRatio = false
},
Editor = {
Flags = .Default
}
},
{
Id = 14812165297099037146,
NameComponent = {
Name = "Light"
},
TransformComponent = {
Position = {
X = -3,
Y = 4,
Z = -1.5
},
Rotation = {
X = 0.23977584,
Y = 0.6143275,
Z = 0.031567074,
W = 0.7510744
},
Scale = {
X = 1,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0.3490659,
Y = 1.3089968,
Z = 0.34906587
}
},
LightComponent = {
LightType = .Directional,
Illuminance = 10,
Color = {
R = 1,
G = 0.9500002,
B = 0.8
}
},
Editor = {
Flags = .Default
}
},
{
Id = 4185051642788402424,
NameComponent = {
Name = "Entity"
},
TransformComponent = {
Position = {
X = 0,
Y = 0,
Z = 0
},
Rotation = {
X = 0,
Y = 0,
Z = 0,
W = 1
},
Scale = {
X = 1,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0
}
},
ScriptComponent = {
ScriptClass = "TestProject.Assets.Scripts.AdvancedSerializationTest",
Fields = (TestProject.Assets.Scripts.AdvancedSerializationTest){
ID = 4185051642788402424,
LeTuple.Item1 = (int32)101,
LeTuple.Item2.X = (float)49,
LeTuple.Item2.Y = (float)31,
LeTuple.Item3 = &16946239429800937368,
LeListDeTuple = &13357518334354818316,
GenericStructField.MyField = (float)-56,
GenericClassField = &6770493598825812026
}
},
Editor = {
Flags = .Default
}
}
],
ReferencedObjects = [
(TestProject.BClass){
ID = 16946239429800937368,
F = (float)131
},
(System.Collections.Generic.List`1[System.ValueTuple`3[System.Int32,GlitchyEngine.Math.float2,TestProject.BClass]]){
ID = 13357518334354818316,
Count = (int32)4,
0.Item1 = (int32)64,
0.Item2.X = (float)-81,
0.Item2.Y = (float)-118,
0.Item3 = &14597969159961685574,
1.Item1 = (int32)0,
1.Item2.X = (float)0,
1.Item2.Y = (float)0,
1.Item3 = &0,
2.Item1 = (int32)73,
2.Item2.X = (float)165,
2.Item2.Y = (float)115,
2.Item3 = &15752578204681304901,
3.Item1 = (int32)0,
3.Item2.X = (float)0,
3.Item2.Y = (float)0,
3.Item3 = &0
},
(TestProject.BClass){
ID = 14597969159961685574,
F = (float)23
},
(TestProject.BClass){
ID = 15752578204681304901,
F = (float)159
},
(TestProject.Assets.Scripts.SimpleGenericClass`1[System.Double]){
ID = 6770493598825812026,
MyField = (double)0.9599999785423279
}
],
StaticFields = [
(TestProject.SerializationTest){
ID = 1460275328679732402,
StaticNumber = (int32)0
}
]
}
@@ -0,0 +1,11 @@
{
AssetLoader = null,
Config = null,
Importer = null,
ImporterConfig = null,
Processor = null,
ProcessorConfig = null,
Exporter = null,
ExporterConfig = null,
AssetHandle = 4008662279183989969
}
@@ -0,0 +1,28 @@
using GlitchyEngine;
using GlitchyEngine.Math;
using System;
using System.Collections.Generic;
using System.Text;
namespace TestProject.Assets.Scripts;
public class SimpleGenericClass<T>
{
public T MyField;
}
public struct SimpleGenericStruct<T>
{
public T MyField;
}
public class AdvancedSerializationTest : Entity
{
public (int Prim, float2 Struc, BClass Ref) LeTuple;
public List<(int Prim, float2 Struc, BClass Ref)> LeListDeTuple;
public SimpleGenericStruct<float> GenericStructField = new SimpleGenericStruct<float>();
public SimpleGenericClass<double> GenericClassField = new SimpleGenericClass<double>();
}
@@ -0,0 +1,11 @@
{
AssetLoader = null,
Config = null,
Importer = null,
ImporterConfig = null,
Processor = null,
ProcessorConfig = null,
Exporter = null,
ExporterConfig = null,
AssetHandle = 16179505410974622627
}
@@ -0,0 +1,11 @@
{
AssetLoader = null,
Config = null,
Importer = null,
ImporterConfig = null,
Processor = null,
ProcessorConfig = null,
Exporter = null,
ExporterConfig = null,
AssetHandle = 13036819508142753970
}
@@ -0,0 +1,11 @@
{
AssetLoader = null,
Config = null,
Importer = null,
ImporterConfig = null,
Processor = null,
ProcessorConfig = null,
Exporter = null,
ExporterConfig = null,
AssetHandle = 2840305762073418465
}
@@ -2,7 +2,7 @@
<PropertyGroup>
<!-- General configuration -->
<AssemblyTitle>TestProject</AssemblyTitle>
<TargetFramework>net9.0</TargetFramework>
<TargetFramework>net10.0</TargetFramework>
<OutputType>Library</OutputType>
<Nullable>enable</Nullable>
<!-- Define the output path -->
@@ -1,4 +1,7 @@
<Solution>
<Project Path="TestProject.csproj"/>
<Project Path="D:\Development\Projects\Beef\GlitchyEngine\ScriptCore\ScriptCore.csproj"/>
<Project Path="D:\Development\Projects\Beef\GlitchyEngine\ScriptCoreGenerator\ScriptCoreGenerator.csproj"/>
<Project Path="D:\Development\Projects\Beef\GlitchyEngine\ScriptCoreGenerator.Test\ScriptCoreGenerator.Test.csproj"/>
<Project Path="D:\Development\Projects\Beef\GlitchyEngine\vendor\ImGui.NET\src\ImGui.NET\ImGui.NET.csproj"/>
</Solution>
+11 -19
View File
@@ -374,8 +374,6 @@ static class ScriptEngine
if (script.Instance != null)
script.Instance = null;
script.ScriptClassName = null;
DestroyInstance(entityId);
}
@@ -455,26 +453,20 @@ static class ScriptEngine
LoadScriptAssemblies();
{
Debug.Profiler.ProfileScope!("Initialize Instances");
// We need to create a new instance for every entity
for (let (id, scriptInstance) in _entityScriptInstances)
{
if (Context.GetEntityByID(id) case .Ok(let entity))
{
ScriptComponent* script = entity.GetComponent<ScriptComponent>();
InitializeInstance(entity, script);
}
else
{
Log.EngineLogger.AssertDebug(false, "Entities script was just serialized but the entity doesn't exist anymore.");
}
}
}
if (retainScriptData)
{
if (Context != null)
{
Debug.Profiler.ProfileScope!("Initialize Instances");
// We need to create a new instance for every entity
for (let (ecsEntity, scriptComponent) in Context.GetEntities<ScriptComponent>())
{
InitializeInstance(Entity(ecsEntity, Context), scriptComponent);
}
}
contextSerializer.DeserializeScriptInstances();
}
+2 -9
View File
@@ -613,16 +613,9 @@ internal class EntityEditor
{
}
else if (fieldType.IsGenericType)
else if (fieldType.IsGenericType && fieldType.GetGenericTypeDefinition() == typeof(List<>))
{
if (fieldType.GetGenericTypeDefinition() == typeof(List<>))
{
newValue = ShowListEditor(fieldType, reference, fieldName);
}
else
{
ImGui.TextColored(new Vector4(1, 0, 0, 1), $"{fieldName}: Type {fieldType} is not implemented.");
}
newValue = ShowListEditor(fieldType, reference, fieldName);
}
else if (fieldType.IsArray)
{
+5 -23
View File
@@ -176,6 +176,9 @@ public class SerializedObject
public void SerializeField(string fieldName, object? fieldValue, Type fieldType)
{
if (TryCustomSerializer(fieldName, fieldValue, fieldType))
return;
// Decimals are not actually primitives, but we treat them as if they were, because they are a built-in type
// and it makes more sense to send them over to the engine as a binary type than to serialize their underlying fields (which would happen when we treated them as a struct).
if (fieldType.IsPrimitive || fieldType == typeof(decimal))
@@ -202,38 +205,17 @@ public class SerializedObject
SerializeList(fieldName, fieldValue, fieldType, fieldType.GetElementType()!);
}
else if (fieldType.IsGenericType)
else if (fieldType.IsGenericType && fieldType.GetGenericTypeDefinition() == typeof(List<>))
{
if (TryCustomSerializer(fieldName, fieldValue, fieldType))
return;
if (fieldType.GetGenericTypeDefinition() == typeof(List<>))
{
SerializeList(fieldName, fieldValue, fieldType, fieldType.GetGenericArguments()[0]);
}
//else if (fieldType.GetGenericTypeDefinition() == typeof(Dictionary<,>))
//{
// ImGui.Text($"{fieldName} Dictionary");
//}
else
{
// TODO: what to do?
Log.Error($"Generic class serialization not yet implemented");
}
SerializeList(fieldName, fieldValue, fieldType, fieldType.GetGenericArguments()[0]);
}
else if (fieldType.IsValueType)
{
if (TryCustomSerializer(fieldName, fieldValue, fieldType))
return;
// Value Types cant be null
SerializeStruct(fieldName, fieldValue!, fieldType);
}
else if (fieldType.IsClass)
{
if (TryCustomSerializer(fieldName, fieldValue, fieldType))
return;
SerializeClass(fieldName, fieldValue, fieldType);
}
else