Fixed prefabs and prefab instancing
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@@ -31,7 +31,8 @@
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#include <chrono>
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#include "src/Core/OS.h"
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namespace Nuake {
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namespace Nuake
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{
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Ref<Scene> Scene::New()
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{
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return CreateRef<Scene>();
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@@ -209,6 +210,31 @@ namespace Nuake {
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return CreateEntity(name, (int)OS::GetTime());
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}
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std::string Scene::GetUniqueEntityName(const std::string& name)
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{
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std::string entityName;
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if (GetEntity(name) == Entity())
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{
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return name;
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}
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// Try to generate a unique name
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for (uint32_t i = 1; i < 4096; i++)
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{
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const std::string& entityEnumName = name + std::to_string(i);
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const auto& entityId = GetEntity(entityEnumName).GetHandle();
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if (entityId == -1)
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{
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return entityEnumName;
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break;
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}
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}
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// We ran out of names
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Logger::Log("Failed to create unique entity name. Limit reached with name: " + name, "scene", WARNING);
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return name;
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}
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Entity Scene::CreateEntity(const std::string& name, int id)
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{
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if (name.empty())
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@@ -217,32 +243,8 @@ namespace Nuake {
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return Entity();
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}
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std::string entityName;
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if (GetEntity(name) == Entity())
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{
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entityName = name;
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}
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else
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{
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// Try to generate a unique name
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for (uint32_t i = 1; i < 4096; i++)
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{
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const std::string& entityEnumName = name + std::to_string(i);
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const auto& entityId = GetEntity(entityEnumName).GetHandle();
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if (entityId == -1)
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{
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entityName = entityEnumName;
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break;
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}
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}
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if (entityName.empty()) // We ran out of names!!!
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{
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Logger::Log("Failed to create entity. Limit reached with name: " + name, "scene", CRITICAL);
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return Entity();
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}
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}
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std::string entityName = GetUniqueEntityName(name);
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Entity entity = { m_Registry.create(), this };
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// Add all mandatory component. An entity cannot exist without these.
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