Fixed Serializer
- Fixed Serializer skipping entities with id 0 - EditorLayer now serializes the scene upon destruction
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4 changed files with 2006 additions and 2489 deletions
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@ -91,7 +91,7 @@ namespace Light {
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m_Scene->m_Registry.each([&](auto entityID)
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m_Scene->m_Registry.each([&](auto entityID)
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{
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{
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Entity entity = { entityID, m_Scene.get() };
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Entity entity = { entityID, m_Scene.get() };
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if (!entity)
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if (!entity.IsValid())
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return;
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return;
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SerializeEntity(out, entity);
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SerializeEntity(out, entity);
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@ -19,6 +19,12 @@ namespace Light {
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m_CameraEntity = m_Scene->GetEntityByTag("Game Camera");
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m_CameraEntity = m_Scene->GetEntityByTag("Game Camera");
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}
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}
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EditorLayer::~EditorLayer()
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{
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SceneSerializer serializer(m_Scene);
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serializer.Serialize("../../Mirror/res/Scenes/editorlayer.yaml");
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}
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void EditorLayer::OnUpdate(float deltaTime)
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void EditorLayer::OnUpdate(float deltaTime)
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{
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{
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@ -29,6 +29,7 @@ namespace Light {
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public:
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public:
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EditorLayer(const std::string& name);
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EditorLayer(const std::string& name);
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~EditorLayer();
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void OnUpdate(float deltaTime) override;
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void OnUpdate(float deltaTime) override;
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