using Bon; using GlitchyEngine.Content; using System; using System.Collections; using System.IO; using GlitchyEngine; using GlitchyEngine.Renderer; namespace GlitchyEditor.Assets; class EffectAssetPropertiesEditor : AssetPropertiesEditor { public this(AssetFile asset) : base(asset) { } public override void ShowEditor() { } public static AssetPropertiesEditor Factory(AssetFile assetFile) { return new Self(assetFile); } } [BonTarget, BonPolyRegister] class EffectAssetLoaderConfig : AssetLoaderConfig { } class EffectAssetLoader : IAssetLoader //, IReloadingAssetLoader { private static readonly List _fileExtensions = new .(){".hlsl"} ~ delete _; public static List FileExtensions => _fileExtensions; public AssetLoaderConfig GetDefaultConfig() { return new EffectAssetLoaderConfig(); } public Asset LoadAsset(Stream file, AssetLoaderConfig config, StringView assetIdentifier, StringView? subAsset, IContentManager contentManager) { Effect effect = new Effect(file, assetIdentifier, contentManager); return effect; } public Asset GetPlaceholderAsset(Type assetType) { return default; } public Asset GetErrorAsset(Type assetType) { return default; } }