Fixed bug causing issues with debugging not working
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97432b8666
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623e964160
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@ -192,6 +192,12 @@ namespace SHADE
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// Copy to built dll to the working directory and replace
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std::filesystem::copy_file("./tmp/SHADE_Scripting.dll", "SHADE_Scripting.dll", std::filesystem::copy_options::overwrite_existing);
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// If debug, we want to copy the PDB so that we can do script debugging
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if (debug)
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{
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std::filesystem::copy_file("./tmp/SHADE_Scripting.pdb", "SHADE_Scripting.pdb", std::filesystem::copy_options::overwrite_existing);
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}
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oss << "[ScriptEngine] Successfully built Managed Script Assembly (" << MANAGED_SCRIPT_LIB_NAME << ")!";
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SHLOG_INFO(oss.str());
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}
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@ -1,17 +1,22 @@
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using SHADE;
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using System;
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public class PhysicsTest : Script
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{
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[SerializeField]
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[Tooltip("Force to apply when pressing Space.")]
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private Vector3 Force = new Vector3(0.0f, 1.0f, 0.0f);
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private Vector3 Force = new Vector3(0.0f, 200.0f, 0.0f);
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private Transform Transform;
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private RigidBody RigidBody;
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private Collider Collider;
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public PhysicsTest(GameObject gameObj) : base(gameObj) { }
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protected override void awake()
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{
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Transform = GetComponent<Transform>();
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if (Transform == null)
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{
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Debug.LogError("Transform is NULL!");
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}
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RigidBody = GetComponent<RigidBody>();
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if (RigidBody == null)
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{
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@ -31,6 +36,8 @@ public class PhysicsTest : Script
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if (Input.GetKeyUp(Input.KeyCode.Space))
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{
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RigidBody.AddForce(Force);
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Debug.Log($"Jump!");
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}
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Debug.Log($"{Transform.LocalPosition.y}");
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}
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}
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