281 lines
6.7 KiB
C#
281 lines
6.7 KiB
C#
using Coral.Managed.Interop;
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using System.Numerics;
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using System.Text;
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using System.Threading.Tasks;
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namespace Nuake.Net
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{
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public class IComponent
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{
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public int EntityID { get; protected set; }
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}
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public class ParentComponent : IComponent
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{
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public ParentComponent(UInt32 entityId) { }
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public Entity Parent { get; set; }
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public List<Entity> Children { get; set; }
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}
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public class NameComponent : IComponent
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{
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public NameComponent(int entityId)
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{
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EntityID = entityId;
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}
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public string Name { get; set; }
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}
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public class PrefabComponent : IComponent
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{
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public PrefabComponent(UInt32 entityId) { }
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public string Prefab { get; set; }
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}
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public class TransformComponent : IComponent
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{
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internal static unsafe delegate*<int, float, float, float, void> SetPositionIcall;
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internal static unsafe delegate*<int, float, float, float, void> RotateIcall;
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public TransformComponent(int entityId)
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{
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EntityID = entityId;
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}
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/// <summary>
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/// Rotates the transform using euler angles
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/// </summary>
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/// <param name="x"></param>
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/// <param name="y"></param>
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/// <param name="z"></param>
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public void Rotate(float x, float y, float z)
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{
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unsafe { RotateIcall(EntityID, x, y, z); }
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}
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public Vector3 Rotation { get; set; }
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public Vector3 GlobalRotation
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{
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get { return new Vector3(); }
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set
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{
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}
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}
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public Vector3 LocalPosition
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{
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get { return new Vector3(); }
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set
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{
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unsafe { SetPositionIcall(EntityID, value.X, value.Y, value.Z); }
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}
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}
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public Vector3 GlobalPosition { get; set; }
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}
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public class LightComponent : IComponent
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{
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public enum LightType
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{
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Directional,
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Point,
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Spot
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}
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public LightComponent(int entityId)
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{
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EntityID = entityId;
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}
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public LightType Type { get; set; }
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public float Intensity { get; set; }
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public Color Color { get; set; }
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public bool CastShadows { get; set; }
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public bool Volumetric { get; set; }
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public bool SyncWithSky { get; set; }
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}
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public class CameraComponent : IComponent
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{
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internal static unsafe delegate*<int, NativeArray<float>> GetDirectionIcall;
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public CameraComponent(int entityId)
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{
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EntityID = entityId;
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}
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public float FOV { get; set; }
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public Vector3 Direction
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{
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get
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{
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unsafe
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{
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NativeArray<float> direction = GetDirectionIcall(EntityID);
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return new Vector3(direction[0], direction[1], direction[2]);
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}
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}
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}
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}
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public class AudioEmitterComponent : IComponent
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{
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public AudioEmitterComponent(int entityId)
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{
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EntityID = entityId;
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}
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public string AudioClip { get; set; }
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public bool Loop { get; set; }
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public bool Spatialized { get; set; }
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public bool Playing { get; set; }
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}
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public class ModelComponent : IComponent
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{
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public ModelComponent(int entityId)
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{
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EntityID = entityId;
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}
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public string Mesh { get; set; }
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}
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public class SkinnedModelComponent : IComponent
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{
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public SkinnedModelComponent(int entityId) { }
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public bool Playing { get; set; }
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public int CurrentAnimation { get; set; }
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}
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public class BoneComponent : IComponent
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{
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public BoneComponent(int entityId)
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{
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EntityID = entityId;
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}
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public string Name { get; set; }
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}
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public class RigidbodyComponent : IComponent
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{
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public RigidbodyComponent(int entityId) { }
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public float Mass { get; set; }
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}
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public class BoxCollider : IComponent
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{
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public BoxCollider(int entityId)
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{
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EntityID = entityId;
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}
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public Vector3 Scale { get; set; }
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}
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public class SphereCollider : IComponent
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{
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public SphereCollider(int entityId)
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{
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EntityID = entityId;
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}
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public float Radius { get; set; }
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}
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public class CapsuleColliderComponent : IComponent
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{
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public CapsuleColliderComponent(int entityId)
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{
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EntityID = entityId;
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}
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public float Radius { get; set; }
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public float Height { get; set; }
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}
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public class CylinderColliderComponent : IComponent
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{
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public CylinderColliderComponent(int entityId)
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{
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EntityID = entityId;
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}
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public float Radius { get; set; }
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public float Height { get; set; }
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}
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public class MeshColliderComponent : IComponent
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{
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public MeshColliderComponent(int entityId)
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{
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EntityID = entityId;
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}
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public int Mesh { get; set; }
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}
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public class CharacterControllerComponent : IComponent
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{
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internal static unsafe delegate*<int, float, float, float, void> MoveAndSlideIcall;
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internal static unsafe delegate*<int, bool> IsOnGroundIcall;
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public CharacterControllerComponent(int entityId)
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{
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EntityID = entityId;
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}
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public void MoveAndSlide(Vector3 velocity)
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{
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unsafe { MoveAndSlideIcall(EntityID, velocity.X, velocity.Y, velocity.Z); }
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}
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public bool IsOnGround()
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{
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unsafe { return IsOnGroundIcall(EntityID); }
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}
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}
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public class ParticleEmitterComponent : IComponent
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{
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public ParticleEmitterComponent(int entityId) { }
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public float Amount { get; set; }
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public float Life { get; set; }
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public Vector3 Gravity { get; set; }
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}
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public class QuakeMapComponent : IComponent
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{
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public QuakeMapComponent(int entityId) { }
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public string Map { get; set; }
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public bool BuildCollisions { get; set; }
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public void Build() { }
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}
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public class BSPBrushComponent : IComponent
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{
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public BSPBrushComponent(int entityId)
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{
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EntityID = entityId;
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}
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}
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public class SpriteComponent : IComponent
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{
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public SpriteComponent(int entityId) { }
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public string Sprite { get; set; }
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}
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}
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