parent
38c6cb6fed
commit
ff2b9b4af3
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@ -1,4 +0,0 @@
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Start Maximized: true
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Working Scene ID: 97158628
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Window Size: {x: 1920, y: 1013}
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Style: 0
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@ -0,0 +1,147 @@
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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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@ -0,0 +1,3 @@
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Name: ====Raccoon====
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ID: 117058283
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Type: 6
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@ -19,6 +19,10 @@
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#include "Tools/Utilities/SHStringUtilities.h"
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#include "Tools/Utilities/SHStringUtilities.h"
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#include <filesystem>
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#include <filesystem>
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#include <rttr/type>
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#include <rttr/type>
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#include "Assets/Asset Types/SHPrefabAsset.h"
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#include "Serialization/SHSerialization.h"
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#include <Editor/EditorWindow/HierarchyPanel/SHHierarchyPanel.h>
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#include "Serialization/Prefab/SHPrefabManager.h"
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namespace SHADE
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namespace SHADE
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{
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{
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const ImRect childRect = DrawAsset(file.assetMeta, file.ext);
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const ImRect childRect = DrawAsset(file.assetMeta, file.ext);
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return childRect;
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return childRect;
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}
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}
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return ImRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax());
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}
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}
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ImRect SHAssetBrowser::DrawAsset(SHAsset const* const asset, FileExt const& ext /*= ""*/) noexcept
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ImRect SHAssetBrowser::DrawAsset(SHAsset const* const asset, FileExt const& ext /*= ""*/) noexcept
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@ -365,6 +370,35 @@ namespace SHADE
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}
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}
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}
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}
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if(ImGui::BeginPopupContextItem())
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{
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switch (asset->type)
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{
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case AssetType::INVALID: break;
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case AssetType::SHADER: break;
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case AssetType::SHADER_BUILT_IN: break;
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case AssetType::TEXTURE: break;
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case AssetType::MESH: break;
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case AssetType::SCENE:
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break;
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case AssetType::PREFAB:
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{
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if(ImGui::Selectable("Insert into scene"))
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{
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auto createdEntitiesList = SHSerialization::DeserializeEntitiesFromString(SHAssetManager::GetData<SHPrefabAsset>(asset->id)->data);
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SHEditorWindowManager::GetEditorWindow<SHHierarchyPanel>()->SetScrollTo(createdEntitiesList.begin()->second);
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SHPrefabManager::AddEntity(asset->id, createdEntitiesList.begin()->second);
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}
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}
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break;
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case AssetType::MATERIAL: break;
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case AssetType::SCRIPT: break;
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case AssetType::MAX_COUNT: break;
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default:;
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}
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ImGui::EndPopup();
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}
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if (ImGui::IsItemHovered())
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if (ImGui::IsItemHovered())
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{
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{
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ImGui::BeginTooltip();
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ImGui::BeginTooltip();
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#include "Serialization/SHSerialization.h"
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#include "Serialization/SHSerialization.h"
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#include "Tools/Utilities/SHClipboardUtilities.h"
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#include "Tools/Utilities/SHClipboardUtilities.h"
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#include "Tools/Utilities/SHStringUtilities.h"
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#include "Tools/Utilities/SHStringUtilities.h"
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#include "Serialization/Prefab/SHPrefabManager.h"
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#include "../SHEditorWindowManager.h"
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#include "../AssetBrowser/SHAssetBrowser.h"
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namespace SHADE
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namespace SHADE
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@ -315,7 +318,7 @@ namespace SHADE
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const ImGuiTreeNodeFlags nodeFlags = ((isSelected) ? ImGuiTreeNodeFlags_Selected : 0) | ((children.empty()) ? ImGuiTreeNodeFlags_Leaf : ImGuiTreeNodeFlags_OpenOnArrow);
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const ImGuiTreeNodeFlags nodeFlags = ((isSelected) ? ImGuiTreeNodeFlags_Selected : 0) | ((children.empty()) ? ImGuiTreeNodeFlags_Leaf : ImGuiTreeNodeFlags_OpenOnArrow);
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//Draw Node
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//Draw Node
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bool isNodeOpen = ImGui::TreeNodeEx(reinterpret_cast<void*>(eid), nodeFlags, "%u: %s", SHEntityManager::GetEntityIndex(eid), entity->name.c_str());
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bool isNodeOpen = ImGui::TreeNodeEx((void*)(eid), nodeFlags, "%u: %s", SHEntityManager::GetEntityIndex(eid), entity->name.c_str());
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if(!filter.empty())
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if(!filter.empty())
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{
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{
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//SHEntityManager::DestroyEntity(eid);
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//SHEntityManager::DestroyEntity(eid);
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DeleteSelectedEntities();
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DeleteSelectedEntities();
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}
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}
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if(ImGui::Selectable("Save entity as Prefab"))
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{
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SHPrefabManager::SaveEntityAsPrefab(eid);
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SHEditorWindowManager::GetEditorWindow<SHAssetBrowser>()->QueueRefresh();
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}
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if ((currentNode->GetParent() != sceneGraph.GetRoot()) && ImGui::Selectable(std::format("{} Unparent Selected", ICON_MD_NORTH_WEST).data()))
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if ((currentNode->GetParent() != sceneGraph.GetRoot()) && ImGui::Selectable(std::format("{} Unparent Selected", ICON_MD_NORTH_WEST).data()))
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{
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{
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{
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{
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SHPrefabManager::PrefabMap SHPrefabManager::prefabMap{};
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SHPrefabManager::PrefabMap SHPrefabManager::prefabMap{};
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AssetID SHPrefabManager::GetPrefabAssetID(EntityID eid) noexcept
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{
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for(auto const& [assetId, entityList] : prefabMap)
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{
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if(std::ranges::find(entityList, eid) != entityList.end())
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{
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return assetId;
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}
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}
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return 0;
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}
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void SHPrefabManager::AddPrefab(AssetID const& prefabAssetID) noexcept
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void SHPrefabManager::AddPrefab(AssetID const& prefabAssetID) noexcept
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{
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{
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prefabMap.insert({ prefabAssetID, {} });
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prefabMap[prefabAssetID] = {};
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}
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}
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void SHPrefabManager::RemovePrefab(AssetID const& prefabAssetID) noexcept
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void SHPrefabManager::RemovePrefab(AssetID const& prefabAssetID) noexcept
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void SHPrefabManager::AddEntity(AssetID const& prefabAssetID, EntityID const& eid) noexcept
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void SHPrefabManager::AddEntity(AssetID const& prefabAssetID, EntityID const& eid) noexcept
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{
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{
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if (prefabMap.contains(prefabAssetID))
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{
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prefabMap[prefabAssetID].push_back(eid);
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prefabMap[prefabAssetID].push_back(eid);
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}
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}
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}
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void SHPrefabManager::RemoveEntity(AssetID const& prefabAssetID, EntityID const& eid) noexcept
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void SHPrefabManager::RemoveEntity(AssetID const& prefabAssetID, EntityID const& eid) noexcept
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{
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{
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if (prefabMap.contains(prefabAssetID))
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if (prefabMap.contains(prefabAssetID))
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{
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{
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std::ranges::remove(prefabMap[prefabAssetID], eid);
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(void)std::ranges::remove(prefabMap[prefabAssetID], eid);
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}
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}
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}
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}
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@ -52,9 +63,9 @@ namespace SHADE
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{
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{
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SHEntity* const entity = SHEntityManager::GetEntityByID(eid);
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SHEntity* const entity = SHEntityManager::GetEntityByID(eid);
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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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auto assetData = SHAssetManager::GetData<SHPrefabAsset>(assetID);
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auto assetData = SHAssetManager::GetData<SHPrefabAsset>(assetID);
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assetData->data = SHSerialization::SerializeEntitiesToString({eid});
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assetData->data = SHSerialization::SerializeEntityToString(eid);
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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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@ -24,6 +24,7 @@ namespace SHADE
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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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using PrefabEntitiesComponentStatusData = std::unordered_map<EntityID, std::unordered_map<SHFamilyID<SHComponent>,PrefabEntityComponentStatus>>;
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using PrefabEntitiesComponentStatusData = std::unordered_map<EntityID, std::unordered_map<SHFamilyID<SHComponent>,PrefabEntityComponentStatus>>;
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|
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static AssetID GetPrefabAssetID(EntityID eid) noexcept;
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static void AddPrefab(AssetID const& prefabAssetID) noexcept;
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static void AddPrefab(AssetID const& prefabAssetID) noexcept;
|
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static void RemovePrefab(AssetID const& prefabAssetID) noexcept;
|
static void RemovePrefab(AssetID const& prefabAssetID) noexcept;
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static void ClearPrefab(AssetID const& prefabAssetID) noexcept;
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static void ClearPrefab(AssetID const& prefabAssetID) noexcept;
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@ -39,6 +40,6 @@ namespace SHADE
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static PrefabEntitiesComponentStatusData prefabEntitiesComponentStatusData;
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static PrefabEntitiesComponentStatusData prefabEntitiesComponentStatusData;
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|
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friend class SHSerialization;
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friend class SHSerialization;
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friend class SHSerializationHelper;
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friend struct SHSerializationHelper;
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};
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};
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}
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}
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@ -15,6 +15,7 @@
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#include "ECS_Base/Managers/SHSystemManager.h"
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#include "ECS_Base/Managers/SHSystemManager.h"
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#include "Scripting/SHScriptEngine.h"
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#include "Scripting/SHScriptEngine.h"
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#include "Tools/FileIO/SHFileIO.h"
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#include "Tools/FileIO/SHFileIO.h"
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#include "Prefab/SHPrefabManager.h"
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|
|
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namespace SHADE
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namespace SHADE
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{
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{
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@ -62,6 +63,7 @@ namespace SHADE
|
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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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if (!node)
|
if (!node)
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return eid;
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return eid;
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|
|
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if (node[EIDNode])
|
if (node[EIDNode])
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oldEID = eid = node[EIDNode].as<EntityID>();
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oldEID = eid = node[EIDNode].as<EntityID>();
|
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std::string name = "UnnamedEntitiy";
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std::string name = "UnnamedEntitiy";
|
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|
@ -141,18 +143,18 @@ namespace SHADE
|
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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, bool isPrefab /*= false*/, EntityID* entityIndex /*= nullptr*/)
|
||||||
{
|
{
|
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out << SerializeEntityToNode(entityNode);
|
out << SerializeEntityToNode(entityNode, isPrefab, entityIndex);
|
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if(isPrefab)
|
if(isPrefab)
|
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++(*entityIndex);
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++(*entityIndex);
|
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|
|
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auto const& children = entityNode->GetChildren();
|
auto const& children = entityNode->GetChildren();
|
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for (auto const& child : children)
|
for (auto const& child : children)
|
||||||
{
|
{
|
||||||
EmitEntity(child, out, isPrefab);
|
EmitEntity(child, out, isPrefab, entityIndex);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
std::string SHSerialization::SerializeEntitiesToString(std::vector<EntityID> const& entities, bool isPrefab) noexcept
|
std::string SHSerialization::SerializeEntitiesToString(std::vector<EntityID> const& entities) noexcept
|
||||||
{
|
{
|
||||||
YAML::Emitter out;
|
YAML::Emitter out;
|
||||||
YAML::Node node;
|
YAML::Node node;
|
||||||
|
@ -162,15 +164,27 @@ namespace SHADE
|
||||||
for (auto const& eid : entities)
|
for (auto const& eid : entities)
|
||||||
{
|
{
|
||||||
auto entityNode = sceneGraph.GetNode(eid);
|
auto entityNode = sceneGraph.GetNode(eid);
|
||||||
if(isPrefab)
|
|
||||||
EmitEntity(entityNode, out, isPrefab);
|
|
||||||
else
|
|
||||||
EmitEntity(entityNode, out);
|
EmitEntity(entityNode, out);
|
||||||
}
|
}
|
||||||
out << YAML::EndSeq;
|
out << YAML::EndSeq;
|
||||||
return std::string(out.c_str());
|
return std::string(out.c_str());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
std::string SHSerialization::SerializeEntityToString(EntityID eid) noexcept
|
||||||
|
{
|
||||||
|
YAML::Emitter out;
|
||||||
|
YAML::Node node;
|
||||||
|
auto const& sceneGraph = SHSceneManager::GetCurrentSceneGraph();
|
||||||
|
out << YAML::BeginSeq;
|
||||||
|
EntityID entityIndex = 0;
|
||||||
|
|
||||||
|
auto entityNode = sceneGraph.GetNode(eid);
|
||||||
|
EmitEntity(entityNode, out, true, &entityIndex);
|
||||||
|
|
||||||
|
out << YAML::EndSeq;
|
||||||
|
return std::string(out.c_str());
|
||||||
|
}
|
||||||
|
|
||||||
//void SHSerialization::SerializeEntityToFile(std::filesystem::path const& path)
|
//void SHSerialization::SerializeEntityToFile(std::filesystem::path const& path)
|
||||||
//{
|
//{
|
||||||
//}
|
//}
|
||||||
|
@ -201,11 +215,12 @@ namespace SHADE
|
||||||
}
|
}
|
||||||
node.SetStyle(YAML::EmitterStyle::Block);
|
node.SetStyle(YAML::EmitterStyle::Block);
|
||||||
|
|
||||||
node[EIDNode] = eid;
|
node[EIDNode] = (entityIndex) ? *entityIndex : eid;
|
||||||
|
|
||||||
if(isPrefab) //TODO: Set asset id for top level prefab entity only
|
AssetID prefabAssetID = SHPrefabManager::GetPrefabAssetID(eid);
|
||||||
|
if(prefabAssetID != 0)
|
||||||
{
|
{
|
||||||
node[PrefabID] = 0;
|
node[PrefabID] = prefabAssetID;
|
||||||
}
|
}
|
||||||
|
|
||||||
node[EntityNameNode] = entity->name;
|
node[EntityNameNode] = entity->name;
|
||||||
|
|
|
@ -38,10 +38,11 @@ namespace SHADE
|
||||||
|
|
||||||
static std::string DeserializeSceneFromFile(AssetID const& sceneAssetID) noexcept;
|
static std::string DeserializeSceneFromFile(AssetID const& sceneAssetID) noexcept;
|
||||||
|
|
||||||
|
|
||||||
static void EmitEntity(SHSceneNode* entityNode, YAML::Emitter& out, bool isPrefab = false, EntityID* entityIndex = nullptr);
|
static void EmitEntity(SHSceneNode* entityNode, YAML::Emitter& out, bool isPrefab = false, EntityID* entityIndex = nullptr);
|
||||||
|
|
||||||
static std::string SerializeEntitiesToString(std::vector<EntityID> const& entities, bool isPrefab = false) noexcept;
|
static std::string SerializeEntitiesToString(std::vector<EntityID> const& entities) noexcept;
|
||||||
|
|
||||||
|
static std::string SerializeEntityToString(EntityID eid) 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, bool isPrefab = false, EntityID* entityIndex = nullptr);
|
||||||
|
|
||||||
|
|
|
@ -135,6 +135,7 @@ namespace SHADE
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
return YAML::Node();
|
||||||
}
|
}
|
||||||
|
|
||||||
template <typename Type>
|
template <typename Type>
|
||||||
|
|
Loading…
Reference in New Issue