ID Resolution for prefabs
This commit is contained in:
parent
31491d06ef
commit
ad875050cd
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@ -1,147 +0,0 @@
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- EID: 0
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PrefabID: 117058283
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Name: ====Raccoon====
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IsActive: true
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NumberOfChildren: 2
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Components: ~
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Scripts: ~
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- EID: 1
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Name: Player
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IsActive: true
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NumberOfChildren: 3
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Components:
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Transform Component:
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Translate: {x: 2.35245037, y: 0.38365531, z: 7.10571432}
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Rotate: {x: -0, y: 0, z: -0}
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Scale: {x: 0.999999881, y: 1, z: 0.999999881}
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IsActive: true
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Renderable Component:
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Mesh: 149697411
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Material: 126974645
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IsActive: true
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RigidBody Component:
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Type: Dynamic
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Drag: 0.00999999978
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Angular Drag: 0.100000001
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Use Gravity: false
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Interpolate: false
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Sleeping Enabled: true
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Freeze Position X: false
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Freeze Position Y: true
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Freeze Position Z: false
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Freeze Rotation X: true
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Freeze Rotation Y: true
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Freeze Rotation Z: true
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IsActive: true
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Collider Component:
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Colliders:
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- Is Trigger: false
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Collision Tag: 0
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Type: Box
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Half Extents: {x: 0.400000006, y: 0.5, z: 0.300000012}
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Friction: 0.400000006
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Bounciness: 0
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Density: 1
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Position Offset: {x: 0, y: 0.25, z: 0}
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Rotation Offset: {x: 0, y: 0, z: 0}
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IsActive: true
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Scripts:
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- Type: PlayerController
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Enabled: true
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respawnPoint: 239
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currentState: 0
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maxMoveVel: 3
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moveForce: 50
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sprintMultiplier: 1.5
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rotationFactorPerFrame: 5
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maxJumpHeight: 2
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maxJumpTime: 0.75
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fallMultipler: 3
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lightMultiper: 0.899999976
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mediumMultiper: 0.699999988
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heavyMultiper: 0.5
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- Type: PickAndThrow
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Enabled: true
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throwForce: [10, 8, 10]
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cameraArmOffSet: [0.25, 0.600000024, 0.200000003]
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delayTimer: 1
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aimingLength: 1
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throwItem: false
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rayDistance: 0.75
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rayHeight: 0.100000001
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- EID: 2
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Name: HoldingPoint
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IsActive: true
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NumberOfChildren: 0
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Components:
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Transform Component:
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Translate: {x: 0, y: 0.899999976, z: 0.200000286}
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Rotate: {x: 0, y: 0, z: -0}
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Scale: {x: 1, y: 1, z: 1}
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IsActive: true
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Scripts: ~
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- EID: 3
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Name: PlayerCamera
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IsActive: true
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NumberOfChildren: 0
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Components:
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Transform Component:
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Translate: {x: 0, y: -5.96046448e-08, z: 0}
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Rotate: {x: 0, y: 6.28318548, z: 2.23517329e-08}
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Scale: {x: 1, y: 1, z: 1}
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IsActive: true
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Camera Component:
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Position: {x: 2.12735963, y: 0.362327784, z: 7.98933029}
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Pitch: 0
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Yaw: 360
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Roll: 1.28065994e-06
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Width: 2560
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Near: 0.00999999978
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Far: 10000
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Perspective: true
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FOV: 45
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IsActive: true
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Camera Arm Component:
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Arm Pitch: 0
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Arm Yaw: 0
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Arm Length: 3
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Look At Camera Origin: true
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Target Offset: {x: 0, y: 0.75, z: 0}
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Camera Collision: true
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IsActive: true
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Scripts:
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- Type: SHADE_Scripting.ThirdPersonCamera
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Enabled: true
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armLength: 3
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turnSpeedPitch: 0.200000003
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turnSpeedYaw: 0.400000006
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pitchClamp: 45
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inverseXControls: false
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inverseYControls: false
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lowerClamp: 5
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- EID: 4
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Name: PlayerBag
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IsActive: true
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NumberOfChildren: 0
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Components:
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Transform Component:
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Translate: {x: 0, y: -2.98023224e-08, z: 4.76837158e-07}
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Rotate: {x: 0, y: 0, z: -0}
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Scale: {x: 1, y: 1, z: 1}
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IsActive: true
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Renderable Component:
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Mesh: 144838771
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Material: 123745521
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IsActive: true
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Scripts: ~
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- EID: 5
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Name: RespawnPoint
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IsActive: true
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NumberOfChildren: 0
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Components:
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Transform Component:
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Translate: {x: 2.5, y: 0.660660267, z: 7}
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Rotate: {x: 0, y: 0, z: 0}
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Scale: {x: 1, y: 1, z: 1}
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IsActive: true
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Scripts: ~
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@ -1,3 +0,0 @@
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Name: ====Raccoon====
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ID: 117058283
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Type: 6
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@ -65,7 +65,7 @@ namespace SHADE
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AssetID const assetID = SHAssetManager::CreateNewAsset(AssetType::PREFAB, entity->name);
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AssetID const assetID = SHAssetManager::CreateNewAsset(AssetType::PREFAB, entity->name);
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AddEntity(assetID, eid);
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AddEntity(assetID, eid);
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auto assetData = SHAssetManager::GetData<SHPrefabAsset>(assetID);
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auto assetData = SHAssetManager::GetData<SHPrefabAsset>(assetID);
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assetData->data = SHSerialization::SerializeEntityToString(eid);
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assetData->data = SHSerialization::SerializeEntityToString(eid, assetID);
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SHAssetManager::SaveAsset(assetID);
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SHAssetManager::SaveAsset(assetID);
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}
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}
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@ -17,8 +17,7 @@ namespace SHADE
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{
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{
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PES_UNCHANGED = 0,
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PES_UNCHANGED = 0,
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PES_MODIFIED,
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PES_MODIFIED,
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PES_ADDED,
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PES_ADDED
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PES_REMOVED
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};
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};
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using PrefabMap = std::unordered_map<AssetID, std::vector<EntityID>>;
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using PrefabMap = std::unordered_map<AssetID, std::vector<EntityID>>;
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@ -58,6 +58,33 @@ namespace SHADE
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out << YAML::EndSeq;
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out << YAML::EndSeq;
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}
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}
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void RecursivelyResolveEntityIDs(YAML::iterator nodeIt, SHSerialization::CreatedEntitiesList& createdEntities)
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{
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for (YAML::iterator it = nodeIt->begin(); it != nodeIt->end(); ++it)
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{
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if(it->second.IsDefined())
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{
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auto tag = it->second.Tag();
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if (!tag.empty() && tag == "EID") //Node has EID tag
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{
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EntityID eid = it->second.as<EntityID>();
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if(createdEntities.contains(eid))
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it->second = createdEntities[eid];
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}
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}
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RecursivelyResolveEntityIDs(it, createdEntities);
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for (YAML::iterator it2 = it->first.begin(); it2 != it->first.end(); ++it2)
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{
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RecursivelyResolveEntityIDs(it2, createdEntities);
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}
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for (YAML::iterator it2 = it->second.begin(); it2 != it->second.end(); ++it2)
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{
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RecursivelyResolveEntityIDs(it2, createdEntities);
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}
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}
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}
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static EntityID DeserializeEntity(YAML::iterator& it, YAML::Node const& node, SHSerialization::CreatedEntitiesList& createdEntities, EntityID parentEID = MAX_EID)
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static EntityID DeserializeEntity(YAML::iterator& it, YAML::Node const& node, SHSerialization::CreatedEntitiesList& createdEntities, EntityID parentEID = MAX_EID)
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{
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{
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EntityID eid{MAX_EID}, oldEID{MAX_EID};
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EntityID eid{MAX_EID}, oldEID{MAX_EID};
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}
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}
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}
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}
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// Deserialise scripts
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if (node[ScriptsNode])
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SHSystemManager::GetSystem<SHScriptEngine>()->DeserialiseScripts(eid, node[ScriptsNode]);
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auto& sceneGraph = SHSceneManager::GetCurrentSceneGraph();
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auto& sceneGraph = SHSceneManager::GetCurrentSceneGraph();
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if (node[IsActiveNode])
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if (node[IsActiveNode])
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{
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{
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SHSerializationHelper::FetchAssetsFromComponent<SHRenderable>((*it)[ComponentsNode], createdEntities[(*it)[EIDNode].as<EntityID>()], assetQueue);
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SHSerializationHelper::FetchAssetsFromComponent<SHRenderable>((*it)[ComponentsNode], createdEntities[(*it)[EIDNode].as<EntityID>()], assetQueue);
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}
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}
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LoadAssetsFromAssetQueue(assetQueue);
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LoadAssetsFromAssetQueue(assetQueue);
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for (auto it = entities.begin(); it != entities.end(); ++it)
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{
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RecursivelyResolveEntityIDs(it, createdEntities);
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}
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//Initialize Entity
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//Initialize Entity
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entityVecIt = createdEntities.begin();
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entityVecIt = createdEntities.begin();
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for (auto it = entities.begin(); it != entities.end(); ++it)
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for (auto it = entities.begin(); it != entities.end(); ++it)
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return assetData->name;
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return assetData->name;
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}
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}
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void SHSerialization::EmitEntity(SHSceneNode* entityNode, YAML::Emitter& out, bool isPrefab /*= false*/, EntityID* entityIndex /*= nullptr*/)
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void SHSerialization::EmitEntity(SHSceneNode* entityNode, YAML::Emitter& out, CreatedEntitiesList* createdEntitiesList /*= nullptr*/, bool isPrefab /*= false*/, EntityID* entityIndex /*= nullptr*/)
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{
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{
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out << SerializeEntityToNode(entityNode, isPrefab, entityIndex);
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out << SerializeEntityToNode(entityNode, createdEntitiesList, isPrefab, entityIndex);
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if(isPrefab)
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if(isPrefab)
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++(*entityIndex);
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++(*entityIndex);
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auto const& children = entityNode->GetChildren();
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auto const& children = entityNode->GetChildren();
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for (auto const& child : children)
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for (auto const& child : children)
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{
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{
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EmitEntity(child, out, isPrefab, entityIndex);
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EmitEntity(child, out, createdEntitiesList, isPrefab, entityIndex);
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}
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}
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}
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}
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@ -159,6 +188,7 @@ namespace SHADE
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YAML::Emitter out;
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YAML::Emitter out;
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YAML::Node node;
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YAML::Node node;
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auto const& sceneGraph = SHSceneManager::GetCurrentSceneGraph();
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auto const& sceneGraph = SHSceneManager::GetCurrentSceneGraph();
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out << YAML::BeginSeq;
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out << YAML::BeginSeq;
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EntityID entityIndex = 0;
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EntityID entityIndex = 0;
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for (auto const& eid : entities)
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for (auto const& eid : entities)
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@ -167,10 +197,11 @@ namespace SHADE
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EmitEntity(entityNode, out);
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EmitEntity(entityNode, out);
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}
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}
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out << YAML::EndSeq;
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out << YAML::EndSeq;
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return std::string(out.c_str());
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return std::string(out.c_str());
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}
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}
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std::string SHSerialization::SerializeEntityToString(EntityID eid) noexcept
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std::string SHSerialization::SerializeEntityToString(EntityID eid, AssetID prefabAssetID /*= 0*/) noexcept
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{
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{
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YAML::Emitter out;
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YAML::Emitter out;
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YAML::Node node;
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YAML::Node node;
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@ -179,9 +210,12 @@ namespace SHADE
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EntityID entityIndex = 0;
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EntityID entityIndex = 0;
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auto entityNode = sceneGraph.GetNode(eid);
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auto entityNode = sceneGraph.GetNode(eid);
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EmitEntity(entityNode, out, true, &entityIndex);
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CreatedEntitiesList list;
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EmitEntity(entityNode, out, &list, true, &entityIndex);
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out << YAML::EndSeq;
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out << YAML::EndSeq;
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node = YAML::Load(out.c_str());
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for(auto it = node.begin(); it != node.end(); ++it)
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RecursivelyResolveEntityIDs(it, list);
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return std::string(out.c_str());
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return std::string(out.c_str());
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}
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}
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@ -200,7 +234,7 @@ namespace SHADE
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}
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}
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}
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}
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YAML::Node SHSerialization::SerializeEntityToNode(SHSceneNode* sceneNode, bool isPrefab /*= false*/, EntityID* entityIndex /*= nullptr*/)
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YAML::Node SHSerialization::SerializeEntityToNode(SHSceneNode* sceneNode, CreatedEntitiesList* createdEntitiesList /*= nullptr*/, bool isPrefab /*= false*/, EntityID* entityIndex /*= nullptr*/)
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{
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{
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if(!sceneNode)
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if(!sceneNode)
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return YAML::Node();
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return YAML::Node();
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@ -216,7 +250,10 @@ namespace SHADE
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node.SetStyle(YAML::EmitterStyle::Block);
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node.SetStyle(YAML::EmitterStyle::Block);
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node[EIDNode] = (entityIndex) ? *entityIndex : eid;
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node[EIDNode] = (entityIndex) ? *entityIndex : eid;
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if(createdEntitiesList && entityIndex)
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{
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createdEntitiesList->insert({eid, *entityIndex});
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}
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AssetID prefabAssetID = SHPrefabManager::GetPrefabAssetID(eid);
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AssetID prefabAssetID = SHPrefabManager::GetPrefabAssetID(eid);
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if(prefabAssetID != 0)
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if(prefabAssetID != 0)
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{
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{
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@ -273,6 +310,10 @@ namespace SHADE
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}
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}
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//auto entityVecIt = createdEntities.begin();
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//auto entityVecIt = createdEntities.begin();
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for (auto it = entities.begin(); it != entities.end(); ++it)
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for (auto it = entities.begin(); it != entities.end(); ++it)
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{
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RecursivelyResolveEntityIDs(it, createdEntities);
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}
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for (auto it = entities.begin(); it != entities.end(); ++it)
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{
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{
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InitializeEntity(*it, createdEntities[(*it)[EIDNode].as<EntityID>()]);
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InitializeEntity(*it, createdEntities[(*it)[EIDNode].as<EntityID>()]);
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}
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}
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@ -367,6 +408,7 @@ namespace SHADE
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ResolveSerializedEntityID(out, it, (*it), createdEntities);
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ResolveSerializedEntityID(out, it, (*it), createdEntities);
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}
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}
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out << YAML::EndSeq;
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out << YAML::EndSeq;
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return out.c_str();
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return out.c_str();
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}
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}
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@ -389,5 +431,12 @@ namespace SHADE
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SHSerializationHelper::InitializeComponentFromNode<SHLightComponent>(componentsNode, eid);
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SHSerializationHelper::InitializeComponentFromNode<SHLightComponent>(componentsNode, eid);
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SHSerializationHelper::InitializeComponentFromNode<SHAnimatorComponent>(componentsNode, eid);
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SHSerializationHelper::InitializeComponentFromNode<SHAnimatorComponent>(componentsNode, eid);
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SHSerializationHelper::InitializeComponentFromNode<SHUIComponent>(componentsNode, eid);
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SHSerializationHelper::InitializeComponentFromNode<SHUIComponent>(componentsNode, eid);
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// Deserialise scripts
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if (entityNode[ScriptsNode].IsDefined())
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SHSystemManager::GetSystem<SHScriptEngine>()->DeserialiseScripts(eid, entityNode[ScriptsNode]);
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}
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}
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}
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}
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@ -38,13 +38,13 @@ namespace SHADE
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static std::string DeserializeSceneFromFile(AssetID const& sceneAssetID) noexcept;
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static std::string DeserializeSceneFromFile(AssetID const& sceneAssetID) noexcept;
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static void EmitEntity(SHSceneNode* entityNode, YAML::Emitter& out, bool isPrefab = false, EntityID* entityIndex = nullptr);
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static void EmitEntity(SHSceneNode* entityNode, YAML::Emitter& out, CreatedEntitiesList* createdEntitiesList = nullptr, bool isPrefab = false, EntityID* entityIndex = nullptr);
|
||||||
|
|
||||||
static std::string SerializeEntitiesToString(std::vector<EntityID> const& entities) noexcept;
|
static std::string SerializeEntitiesToString(std::vector<EntityID> const& entities) noexcept;
|
||||||
|
|
||||||
static std::string SerializeEntityToString(EntityID eid) noexcept;
|
static std::string SerializeEntityToString(EntityID eid, AssetID prefabAssetID = 0) noexcept;
|
||||||
//static void SerializeEntityToFile(std::filesystem::path const& path);
|
//static void SerializeEntityToFile(std::filesystem::path const& path);
|
||||||
static YAML::Node SerializeEntityToNode(SHSceneNode* sceneNode, bool isPrefab = false, EntityID* entityIndex = nullptr);
|
static YAML::Node SerializeEntityToNode(SHSceneNode* sceneNode, CreatedEntitiesList* createdEntitiesList = nullptr, bool isPrefab = false, EntityID* entityIndex = nullptr);
|
||||||
|
|
||||||
static CreatedEntitiesList DeserializeEntitiesFromString(std::string const& data, EntityID const& parentEID = MAX_EID) noexcept;
|
static CreatedEntitiesList DeserializeEntitiesFromString(std::string const& data, EntityID const& parentEID = MAX_EID) noexcept;
|
||||||
|
|
||||||
|
|
|
@ -59,6 +59,7 @@ namespace SHADE
|
||||||
else if constexpr (std::is_same_v<FieldType, GameObject>)
|
else if constexpr (std::is_same_v<FieldType, GameObject>)
|
||||||
{
|
{
|
||||||
fieldNode = MAX_EID;
|
fieldNode = MAX_EID;
|
||||||
|
fieldNode.SetTag("EID");
|
||||||
}
|
}
|
||||||
else if constexpr (std::is_same_v<FieldType, FontAsset> ||
|
else if constexpr (std::is_same_v<FieldType, FontAsset> ||
|
||||||
std::is_same_v<FieldType, MaterialAsset> ||
|
std::is_same_v<FieldType, MaterialAsset> ||
|
||||||
|
@ -125,6 +126,7 @@ namespace SHADE
|
||||||
{
|
{
|
||||||
GameObject gameObj = safe_cast<GameObject>(object);
|
GameObject gameObj = safe_cast<GameObject>(object);
|
||||||
fieldNode = gameObj ? gameObj.GetEntity() : MAX_EID;
|
fieldNode = gameObj ? gameObj.GetEntity() : MAX_EID;
|
||||||
|
fieldNode.SetTag("EID");
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue