Saved Navigation Data as Asset and load on scene load #439
Binary file not shown.
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@ -0,0 +1,3 @@
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Name: Level2_AITest_NavData
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ID: 255209218
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Type: 15
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@ -1,3 +1,4 @@
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- NavData: 255209218
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- EID: 20
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Name: ===== Light =====
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IsActive: true
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@ -2945,6 +2946,7 @@
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Scripts:
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- Type: PlayerController
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Enabled: true
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smokeCount: 4
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respawnPoint: 239
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currentState: 0
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walkMaxMoveVel: 2.5
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@ -2963,6 +2965,8 @@
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heavyMultiper: 0.5
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silhouettePlayer: 462
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silhouetteBag: 465
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leftParticle: 51000
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rightParticle: 51000
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- Type: PickAndThrow
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Enabled: true
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throwForce: [10, 4, 10]
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@ -2975,6 +2979,8 @@
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lerpPickUpDuration: 0.75
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tweenAimDuration: 0.300000012
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aimingFOV: 15
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trajMaxSteps: 50
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trajTimeSteps: 0.0299999993
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- Type: PlayerAnimations
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Enabled: true
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playerIdleClip: 227450439
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@ -0,0 +1,30 @@
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/*************************************************************************//**
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* \file SHNavDataAsset.h
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* \author Loh Xiao Qi
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* \date 20 March 2023
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* \brief
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*
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* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
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* disclosure of this file or its contents without the prior written consent
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* of DigiPen Institute of Technology is prohibited.
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*****************************************************************************/
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#pragma once
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#include "SH_API.h"
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#include <vector>
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#include "Math/Vector/SHVec3.h"
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#include "SHAssetData.h"
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namespace SHADE
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{
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struct SH_API SHNavDataAsset : SHAssetData
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{
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uint16_t rows;
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uint16_t cols;
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SHVec3 origin;
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SHVec3 size;
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std::vector<uint8_t> grid;
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};
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}
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@ -5,8 +5,12 @@
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#include <fstream>
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#include "Assets/Asset Types/SHNavDataAsset.h"
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namespace SHADE
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{
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struct SHNavDataAsset;
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SHAssetData* SHBinaryLoader::Load(AssetPath path)
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{
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std::ifstream file{ path, std::ios::in | std::ios::binary };
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@ -21,7 +25,11 @@ namespace SHADE
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if (extension == ANIM_CONTAINER_EXTENSION)
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{
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LoadAnimClipContainer(file, result, path);
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LoadAnimClipContainer(file, result);
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}
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else if(extension == NAV_DATA_EXTENSION)
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{
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LoadNavData(file, result);
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}
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file.close();
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@ -43,13 +51,17 @@ namespace SHADE
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if (extension == ANIM_CONTAINER_EXTENSION)
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{
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WriteAnimClipContainer(file, data, path);
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WriteAnimClipContainer(file, data);
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}
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else if(extension == NAV_DATA_EXTENSION)
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{
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WriteNavData(file, data);
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}
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file.close();
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}
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void SHBinaryLoader::WriteAnimClipContainer(std::ofstream& file, SHAssetData const* data, AssetPath path)
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void SHBinaryLoader::WriteAnimClipContainer(std::ofstream& file, SHAssetData const* data)
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{
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auto const& anim = *dynamic_cast<SHAnimClipContainerAsset const*>(data);
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file.write(
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@ -84,7 +96,7 @@ namespace SHADE
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}
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}
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void SHBinaryLoader::LoadAnimClipContainer(std::ifstream& file, SHAssetData*& result, AssetPath path)
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void SHBinaryLoader::LoadAnimClipContainer(std::ifstream& file, SHAssetData*& result)
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{
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auto const data = new SHAnimClipContainerAsset();
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@ -126,4 +138,58 @@ namespace SHADE
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result = data;
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}
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void SHBinaryLoader::WriteNavData(std::ofstream& file, SHAssetData const* data)
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{
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auto const& navData = *reinterpret_cast<SHNavDataAsset const*>(data);
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file.write(
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reinterpret_cast<char const*>(&navData.rows),
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sizeof(uint32_t)
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);
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file.write(
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reinterpret_cast<char const*>(&navData.origin),
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sizeof(SHVec3) * 2
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);
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auto const count {navData.grid.size()};
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file.write(
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reinterpret_cast<char const*>(&count),
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sizeof(count)
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);
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file.write(
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reinterpret_cast<char const*>(navData.grid.data()),
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count
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);
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}
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void SHBinaryLoader::LoadNavData(std::ifstream& file, SHAssetData*& result)
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{
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auto const data = new SHNavDataAsset();
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file.read(
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reinterpret_cast<char*>(&data->rows),
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sizeof(uint32_t)
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);
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file.read(
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reinterpret_cast<char*>(&data->origin),
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sizeof(SHVec3) * 2
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);
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size_t count;
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file.read(
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reinterpret_cast<char*>(&count),
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sizeof(size_t)
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);
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data->grid.resize(count);
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file.read(
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reinterpret_cast<char*>(data->grid.data()),
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count
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);
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result = data;
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}
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}
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@ -11,7 +11,10 @@ namespace SHADE
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private:
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//Individual functions to write files
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void WriteAnimClipContainer(std::ofstream& file,SHAssetData const* data, AssetPath path);
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void LoadAnimClipContainer(std::ifstream& file,SHAssetData*& result, AssetPath path);
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void WriteAnimClipContainer(std::ofstream& file,SHAssetData const* data);
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void LoadAnimClipContainer(std::ifstream& file,SHAssetData*& result);
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void WriteNavData(std::ofstream& file, SHAssetData const* data);
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void LoadNavData(std::ifstream& file, SHAssetData*& result);
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};
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}
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@ -61,6 +61,7 @@ enum class AssetType : AssetTypeMeta
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ANIM_CONTAINER,
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ANIM_CLIP,
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ANIM_CONTROLLER,
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NAV_DATA,
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MAX_COUNT
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};
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constexpr size_t TYPE_COUNT{ static_cast<size_t>(AssetType::MAX_COUNT) };
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|
@ -84,6 +85,7 @@ constexpr std::string_view PREFAB_FOLDER{ "/Prefabs/" };
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constexpr std::string_view MATERIAL_FOLDER{ "/Materials/" };
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constexpr std::string_view ANIM_CLIP_FOLDER{ "/Animation Clips/" };
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constexpr std::string_view ANIM_CONTROLLER_FOLDER{ "/Animation Controllers/" };
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constexpr std::string_view NAV_DATA_FOLDER{ "/Navigation Data/" };
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// ASSET EXTENSIONS
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@ -102,6 +104,7 @@ constexpr std::string_view TEXTURE_EXTENSION {".shtex"};
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constexpr std::string_view MODEL_EXTENSION{ ".shmodel" };
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constexpr std::string_view ANIM_CONTAINER_EXTENSION{ ".shanimcontainer" };
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constexpr std::string_view ANIM_CONTROLLER_EXTENSION{ ".shanimcontroller" };
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constexpr std::string_view NAV_DATA_EXTENSION{ ".shnav" };
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constexpr std::string_view FILLER_EXTENSION{"dummy"};
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constexpr std::string_view EXTENSIONS[] = {
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@ -119,7 +122,8 @@ constexpr std::string_view EXTENSIONS[] = {
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AUDIO_BANK_EXTENSION,
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ANIM_CONTAINER_EXTENSION,
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ANIM_CONTROLLER_EXTENSION,
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FILLER_EXTENSION
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FILLER_EXTENSION,
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NAV_DATA_EXTENSION
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};
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constexpr size_t EXTENSIONS_COUNT{ static_cast<size_t>(AssetType::MAX_COUNT) };
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@ -33,6 +33,8 @@
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#include "Filesystem/SHFileSystem.h"
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#include <rttr/registration.h>
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#include "Asset Types/SHNavDataAsset.h"
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#include "Assets/Events/SHAssetManagerEvents.h"
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#include "Events/SHEventManager.hpp"
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@ -259,6 +261,17 @@ namespace SHADE
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}
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break;
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case AssetType::NAV_DATA:
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newPath += NAV_DATA_FOLDER;
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newPath += name;
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newPath += NAV_DATA_EXTENSION;
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{
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auto navData = new SHNavDataAsset();
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data = navData;
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}
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break;
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default:
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SHLOG_ERROR("[Asset Manager] Asset type of {} not an internal parent asset type, cannot be created", name);
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return 0;
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@ -336,7 +349,8 @@ namespace SHADE
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asset.type == AssetType::SCENE ||
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asset.type == AssetType::PREFAB ||
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asset.type == AssetType::MATERIAL ||
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asset.type == AssetType::ANIM_CONTAINER
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asset.type == AssetType::ANIM_CONTAINER ||
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asset.type == AssetType::NAV_DATA
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)
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{
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if (assetData.contains(id))
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|
@ -585,17 +599,20 @@ namespace SHADE
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void SHAssetManager:: InitLoaders() noexcept
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{
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loaders[static_cast<size_t>(AssetType::SHADER)] = dynamic_cast<SHAssetLoader*>(new SHShaderSourceLoader());
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loaders[static_cast<size_t>(AssetType::SHADER_BUILT_IN)] = loaders[static_cast<size_t>(AssetType::SHADER)];
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loaders[static_cast<size_t>(AssetType::TEXTURE)] = dynamic_cast<SHAssetLoader*>(new SHTextureLoader());
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loaders[static_cast<size_t>(AssetType::MODEL)] = dynamic_cast<SHAssetLoader*>(new SHModelLoader());
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loaders[static_cast<size_t>(AssetType::SCENE)] = dynamic_cast<SHAssetLoader*>(new SHTextBasedLoader());
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loaders[static_cast<size_t>(AssetType::FONT)] = dynamic_cast<SHAssetLoader*>(new SHFontLoader());
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loaders[static_cast<size_t>(AssetType::ANIM_CONTAINER)] = dynamic_cast<SHAssetLoader*>(new SHBinaryLoader());
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loaders[static_cast<size_t>(AssetType::PREFAB)] = loaders[static_cast<size_t>(AssetType::SCENE)];
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loaders[static_cast<size_t>(AssetType::MATERIAL)] = loaders[static_cast<size_t>(AssetType::SCENE)];
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loaders[static_cast<size_t>(AssetType::AUDIO_BANK)] = loaders[static_cast<size_t>(AssetType::SCENE)];
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loaders[static_cast<size_t>(AssetType::SHADER_BUILT_IN)] = loaders[static_cast<size_t>(AssetType::SHADER)];
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loaders[static_cast<size_t>(AssetType::NAV_DATA)] = loaders[static_cast<size_t>(AssetType::ANIM_CONTAINER)];
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loaders[static_cast<size_t>(AssetType::MESH)] = nullptr;
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loaders[static_cast<size_t>(AssetType::SCRIPT)] = nullptr;
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loaders[static_cast<size_t>(AssetType::FONT)] = dynamic_cast<SHAssetLoader*>(new SHFontLoader());
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loaders[static_cast<size_t>(AssetType::AUDIO_BANK)] = loaders[static_cast<size_t>(AssetType::SCENE)];
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loaders[static_cast<size_t>(AssetType::ANIM_CONTAINER)] = dynamic_cast<SHAssetLoader*>(new SHBinaryLoader());
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loaders[static_cast<size_t>(AssetType::ANIM_CLIP)] = nullptr;
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}
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@ -892,6 +909,21 @@ namespace SHADE
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SHAssetMetaHandler::WriteMetaData(assetCollection[newAsset.id]);
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}
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else if (ext == NAV_DATA_EXTENSION)
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{
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SHAsset newAsset{
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path.stem().string(),
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GenerateAssetID(AssetType::NAV_DATA),
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AssetType::NAV_DATA,
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path,
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false
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};
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assetCollection.emplace(newAsset.id, newAsset);
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SHAssetMetaHandler::WriteMetaData(newAsset);
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return newAsset.id;
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}
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}
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void SHAssetManager::BuildAssetCollection() noexcept
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|
@ -950,7 +982,8 @@ namespace rttr
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value("Script", AssetType::SCRIPT),
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value("Font", AssetType::FONT),
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value("Animation Container", AssetType::ANIM_CONTAINER),
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value("Animation Clip", AssetType::ANIM_CLIP)
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value("Animation Clip", AssetType::ANIM_CLIP),
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value("Navigation Data", AssetType::NAV_DATA)
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);
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}
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}
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|
|
|
@ -29,6 +29,7 @@
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#include "Physics/System/SHPhysicsDebugDrawSystem.h"
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#include "Camera/SHCameraSystem.h"
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#include "Tools/Utilities/SHClipboardUtilities.h"
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#include <Navigation/SHNavigationSystem.h>
|
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const std::string LAYOUT_FOLDER_PATH{ std::string(ASSET_ROOT) + "/Editor/Layouts" };
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|
@ -93,6 +94,7 @@ namespace SHADE
|
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DrawLayoutMenu();
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DrawApplicationConfig();
|
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DrawPhysicsSettings();
|
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DrawNavMenu();
|
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|
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std::string const sceneName{std::format("Current Scene: {}",SHSceneManager::GetSceneName().data())};
|
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auto const size = ImGui::CalcTextSize(sceneName.data());
|
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|
@ -418,6 +420,41 @@ namespace SHADE
|
|||
|
||||
|
||||
|
||||
ImGui::EndMenu();
|
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}
|
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}
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|
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void SHEditorMenuBar::DrawNavMenu() noexcept
|
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{
|
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ImGui::SetNextWindowSize({ 400.0f, 0.0f });
|
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if (ImGui::BeginMenu("Nav"))
|
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{
|
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if (auto navSystem = SHSystemManager::GetSystem<SHNavigationSystem>())
|
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{
|
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if (SHEditorWidgets::DragN<float, 3>("Origin", { "X", "Y", "Z" }, {&navSystem->origin_editor.x, &navSystem->origin_editor .y, &navSystem->origin_editor.z}))
|
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{
|
||||
|
||||
}
|
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if (SHEditorWidgets::DragN<float, 3>("Size", { "X", "Y", "Z" }, { &navSystem->size_editor.x, &navSystem->size_editor.y, &navSystem->size_editor.z }))
|
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{
|
||||
|
||||
}
|
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|
||||
if (ImGui::DragScalar("Col", ImGuiDataType_U16, &navSystem->numCols_editor)) {}
|
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if(ImGui::DragScalar("Row", ImGuiDataType_U16, &navSystem->numRows_editor)){}
|
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|
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if (ImGui::Button("Generate"))
|
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{
|
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navSystem->Clear();
|
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navSystem->GenerateNavigationGridData();
|
||||
std::string name = SHSceneManager::GetSceneName();
|
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name += "_NavData";
|
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navSystem->SaveToFile(name);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -27,6 +27,7 @@ namespace SHADE
|
|||
void DrawLayoutMenu() noexcept;
|
||||
void DrawApplicationConfig() noexcept;
|
||||
void DrawPhysicsSettings() noexcept;
|
||||
void DrawNavMenu() noexcept;
|
||||
|
||||
float menuBarHeight = 20.0f;
|
||||
std::vector<std::filesystem::path> layoutPaths;
|
||||
|
|
|
@ -7,7 +7,8 @@
|
|||
#include "Editor/SHEditor.h"
|
||||
#include "Scene/SHSceneManager.h"
|
||||
#include "Graphics/MiddleEnd/Interface/SHDebugDrawSystem.h"
|
||||
|
||||
#include "Assets/SHAssetManager.h"
|
||||
#include "Assets/Asset Types/SHNavDataAsset.h"
|
||||
|
||||
#include <vector>
|
||||
#include <stack>
|
||||
|
@ -82,6 +83,52 @@ namespace SHADE
|
|||
return result;
|
||||
}
|
||||
|
||||
void SHNavigationSystem::Clear() noexcept
|
||||
{
|
||||
numRows = 0;
|
||||
numCols = 0;
|
||||
origin = SHVec3{ 0.0f };
|
||||
size = SHVec3{ 0.0f };
|
||||
navigationGrid.clear();
|
||||
|
||||
navDataAsset = 0;
|
||||
}
|
||||
|
||||
void SHNavigationSystem::LoadFromFile(AssetID id) noexcept
|
||||
{
|
||||
auto data = SHAssetManager::GetData<SHNavDataAsset>(id);
|
||||
if (data != nullptr)
|
||||
{
|
||||
this->origin = data->origin;
|
||||
this->navigationGrid = data->grid;
|
||||
this->size = data->size;
|
||||
this->numRows = data->rows;
|
||||
this->numCols = data->cols;
|
||||
}
|
||||
|
||||
navDataAsset = id;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
AssetID SHNavigationSystem::SaveToFile(std::string const& name) noexcept
|
||||
{
|
||||
AssetID result = SHAssetManager::CreateNewAsset(AssetType::NAV_DATA, name);
|
||||
auto data = SHAssetManager::GetData<SHNavDataAsset>(result);
|
||||
data->origin = this->origin;
|
||||
data->grid = this->navigationGrid;
|
||||
data->size = this->size;
|
||||
data->rows = this->numRows;
|
||||
data->cols = this->numCols;
|
||||
|
||||
SHAssetManager::SaveAsset(result);
|
||||
|
||||
navDataAsset = result;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
SHVec3 SHNavigationSystem::GetGridWorldPos(NavigationGridIndex index) noexcept
|
||||
{
|
||||
SHVec3 result{0.0f};
|
||||
|
@ -164,6 +211,11 @@ namespace SHADE
|
|||
|
||||
}
|
||||
|
||||
void SHNavigationSystem::GenerateNavigationGridData() noexcept
|
||||
{
|
||||
GenerateNavigationGridData(origin_editor, size_editor, numRows_editor, numCols_editor);
|
||||
}
|
||||
|
||||
|
||||
|
||||
void SHNavigationSystem::NavigationSystemGenerateRoutine::Execute(double dt) noexcept
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
#include "SHNavigationComponent.h"
|
||||
#include "Math/Vector/SHVec2.h"
|
||||
#include "Math/Vector/SHVec3.h"
|
||||
|
||||
#include "Assets/SHAssetMacros.h"
|
||||
|
||||
#include "SH_API.h"
|
||||
|
||||
|
@ -62,7 +62,23 @@ namespace SHADE
|
|||
virtual void Exit();
|
||||
|
||||
|
||||
//Number of subdivision on the x axis
|
||||
uint16_t numRows_editor{ 0 };
|
||||
//Number of subdivision on the z axis
|
||||
uint16_t numCols_editor{ 0 };
|
||||
|
||||
//The center of the navigation area.
|
||||
SHVec3 origin_editor{ 0.0f };
|
||||
|
||||
//Size of the navigation area
|
||||
SHVec3 size_editor{ 0.0f };
|
||||
|
||||
AssetID navDataAsset{};
|
||||
|
||||
|
||||
|
||||
void GenerateNavigationGridData(SHVec3 origin, SHVec3 size, uint16_t numRow, uint16_t numCol) noexcept;
|
||||
void GenerateNavigationGridData() noexcept;
|
||||
void GeneratePath(SHNavigationComponent& comp) noexcept;
|
||||
|
||||
bool GetNavigationData(uint16_t row, uint16_t col) noexcept;
|
||||
|
@ -71,7 +87,9 @@ namespace SHADE
|
|||
|
||||
NavigationGridIndex GetNavigationGridIndex(SHVec3 const& worldPosition) noexcept;
|
||||
|
||||
|
||||
void Clear() noexcept;
|
||||
void LoadFromFile(AssetID id) noexcept;
|
||||
AssetID SaveToFile(std::string const& name) noexcept;
|
||||
|
||||
class SH_API NavigationSystemGenerateRoutine final: public SHSystemRoutine
|
||||
{
|
||||
|
|
|
@ -16,6 +16,7 @@
|
|||
#include "Scripting/SHScriptEngine.h"
|
||||
#include "Tools/FileIO/SHFileIO.h"
|
||||
#include "Prefab/SHPrefabManager.h"
|
||||
#include <Navigation/SHNavigationSystem.h>
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
@ -50,6 +51,12 @@ namespace SHADE
|
|||
|
||||
auto const& children = root->GetChildren();
|
||||
out << YAML::BeginSeq;
|
||||
if (auto navSystem = SHSystemManager::GetSystem<SHNavigationSystem>())
|
||||
{
|
||||
YAML::Node navData;
|
||||
navData["NavData"] = navSystem->navDataAsset;
|
||||
out << navData;
|
||||
}
|
||||
|
||||
auto pred = [&out](SHSceneNode* node) {out << SerializeEntityToNode(node); };
|
||||
sceneGraph.Traverse(pred);
|
||||
|
@ -113,9 +120,20 @@ namespace SHADE
|
|||
}
|
||||
YAML::Node entities = YAML::Load(assetData->data);
|
||||
CreatedEntitiesList createdEntities{};
|
||||
|
||||
auto entitiesBegin = entities.begin();
|
||||
if (auto navSystem = SHSystemManager::GetSystem<SHNavigationSystem>())
|
||||
{
|
||||
navSystem->Clear();
|
||||
YAML::Node navDataNode = *entitiesBegin;
|
||||
if (navDataNode["NavData"].IsDefined())
|
||||
{
|
||||
AssetID navDataAssetID = navDataNode["NavData"].as<AssetID>();
|
||||
navSystem->LoadFromFile(navDataAssetID);
|
||||
++entitiesBegin;
|
||||
}
|
||||
}
|
||||
//Create Entities
|
||||
for (auto it = entities.begin(); it != entities.end(); ++it)
|
||||
for (auto it = entitiesBegin; it != entities.end(); ++it)
|
||||
{
|
||||
DeserializeEntity(it, (*it), createdEntities);
|
||||
}
|
||||
|
@ -126,14 +144,14 @@ namespace SHADE
|
|||
}
|
||||
auto entityVecIt = createdEntities.begin();
|
||||
AssetQueue assetQueue;
|
||||
for (auto it = entities.begin(); it != entities.end(); ++it)
|
||||
for (auto it = entitiesBegin; it != entities.end(); ++it)
|
||||
{
|
||||
SHSerializationHelper::FetchAssetsFromComponent<SHRenderable>((*it)[ComponentsNode], createdEntities[(*it)[EIDNode].as<EntityID>()], assetQueue);
|
||||
}
|
||||
LoadAssetsFromAssetQueue(assetQueue);
|
||||
//Initialize Entity
|
||||
entityVecIt = createdEntities.begin();
|
||||
for (auto it = entities.begin(); it != entities.end(); ++it)
|
||||
for (auto it = entitiesBegin; it != entities.end(); ++it)
|
||||
{
|
||||
InitializeEntity(*it, createdEntities[(*it)[EIDNode].as<EntityID>()]);
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue