Huge rework of editor and other changes.
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@@ -50,7 +50,8 @@ namespace Nuake {
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mSceneRenderer->Init();
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}
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Scene::~Scene() {
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Scene::~Scene()
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{
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}
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std::string Scene::GetName()
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@@ -251,6 +252,15 @@ namespace Nuake {
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return true;
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}
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Scene* Scene::Copy()
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{
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Scene* sceneCopy = new Scene();
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sceneCopy->Path = this->Path;
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sceneCopy->Name = this->Name;
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return sceneCopy;
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}
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json Scene::Serialize()
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{
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BEGIN_SERIALIZE();
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@@ -285,28 +295,26 @@ namespace Nuake {
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}
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// Parse entities
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if (!j.contains("Entities"))
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return 0;
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for (json e : j["Entities"])
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{
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if (j.contains("Entities"))
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{
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for (json e : j["Entities"])
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{
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std::string name = e["NameComponent"]["Name"];
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Entity ent = { m_Registry.create(), this };
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ent.Deserialize(e.dump());
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}
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std::string name = e["NameComponent"]["Name"];
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Entity ent = { m_Registry.create(), this };
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ent.Deserialize(e.dump());
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}
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auto view = m_Registry.view<ParentComponent>();
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for (auto e : view)
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{
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auto parentC = view.get<ParentComponent>(e);
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if (!parentC.HasParent)
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continue;
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auto view = m_Registry.view<ParentComponent>();
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for (auto e : view)
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{
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auto& parentComponent = view.get<ParentComponent>(e);
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if (!parentComponent.HasParent)
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continue;
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auto& p = Entity{ e, this };
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auto parent = GetEntityByID(parentC.ParentID);
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parent.AddChild(p);
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}
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}
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auto& entity = Entity{ e, this };
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auto parentEntity = GetEntityByID(parentComponent.ParentID);
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parentEntity.AddChild(entity);
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}
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return true;
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