Added support for vec2 and vec3
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@@ -198,7 +198,7 @@ namespace Nuake
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exposedVar.Name = f.GetName();
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auto typeName = f.GetType().GetFullName();
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ExposedVarTypes varType = ExposedVarTypes::Float;
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ExposedVarTypes varType = ExposedVarTypes::Unsupported;
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if (typeName == "System.Single")
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{
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varType = ExposedVarTypes::Float;
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@@ -215,10 +215,21 @@ namespace Nuake
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{
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varType = ExposedVarTypes::Bool;
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}
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else if (typeName == "System.Numerics.Vector2")
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{
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varType = ExposedVarTypes::Vector2;
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}
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else if (typeName == "System.Numerics.Vector3")
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{
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varType = ExposedVarTypes::Vector3;
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}
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exposedVar.Type = varType;
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if (varType != ExposedVarTypes::Unsupported)
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{
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exposedVar.Type = varType;
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gameScriptObject.exposedVars.push_back(exposedVar);
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}
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gameScriptObject.exposedVars.push_back(exposedVar);
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Logger::Log("Exposed field detected: " + std::string(f.GetName()) + " of type " + std::string(f.GetType().GetFullName()) );
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}
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}
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@@ -300,6 +311,16 @@ namespace Nuake
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exposedVar.Value = (bool)classInstance.GetFieldValue<int>(varName);
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break;
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}
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case ExposedVarTypes::Vector2:
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{
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exposedVar.Value = (Vector2)classInstance.GetFieldValue<Vector2>(varName);
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break;
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}
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case ExposedVarTypes::Vector3:
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{
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exposedVar.Value = (Vector3)classInstance.GetFieldValue<Vector3>(varName);
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break;
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}
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case ExposedVarTypes::Entity:
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{
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exposedVar.Value = classInstance.GetFieldValue<int>(varName);
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