Various code fixes and tweaks
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@@ -105,12 +105,12 @@ public:
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/// <param name="other">The other.</param>
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AssetReference(const AssetReference& other)
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{
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OnSet(other.Get());
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OnSet(other._asset);
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}
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AssetReference(AssetReference&& other)
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{
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OnSet(other.Get());
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OnSet(other._asset);
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other.OnSet(nullptr);
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}
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@@ -118,7 +118,7 @@ public:
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{
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if (&other != this)
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{
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OnSet(other.Get());
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OnSet(other._asset);
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other.OnSet(nullptr);
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}
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return *this;
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@@ -134,19 +134,19 @@ public:
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public:
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FORCE_INLINE AssetReference& operator=(const AssetReference& other)
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{
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OnSet(other.Get());
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OnSet(other._asset);
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return *this;
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}
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FORCE_INLINE AssetReference& operator=(T* other)
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{
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OnSet(other);
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OnSet((Asset*)other);
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return *this;
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}
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FORCE_INLINE AssetReference& operator=(const Guid& id)
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{
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OnSet((T*)::LoadAsset(id, T::TypeInitializer));
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OnSet(::LoadAsset(id, T::TypeInitializer));
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return *this;
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}
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@@ -3,6 +3,7 @@
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#pragma once
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#include "ModelBase.h"
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#include "Engine/Core/Collections/Dictionary.h"
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#include "Engine/Graphics/Models/Config.h"
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#include "Engine/Graphics/Models/SkeletonData.h"
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#include "Engine/Graphics/Models/SkinnedModelLOD.h"
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@@ -298,7 +299,7 @@ public:
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// Skeleton asset id to use for remapping.
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API_FIELD() Guid SkeletonAsset;
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// Skeleton nodes remapping table (maps this skeleton node name to other skeleton node).
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API_FIELD() Dictionary<String, String, HeapAllocation> NodesMapping;
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API_FIELD() Dictionary<String, String> NodesMapping;
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};
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// Gets or sets the skeleton retarget entries (accessed in Editor only).
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API_PROPERTY() const Array<SkeletonRetarget>& GetSkeletonRetargets() const { return _skeletonRetargets; }
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@@ -143,7 +143,7 @@ public:
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}
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FORCE_INLINE SoftAssetReference& operator=(T* other)
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{
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OnSet(other);
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OnSet((Asset*)other);
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return *this;
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}
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FORCE_INLINE SoftAssetReference& operator=(const Guid& id)
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@@ -127,13 +127,13 @@ public:
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FORCE_INLINE WeakAssetReference& operator=(T* other)
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{
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OnSet(other);
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OnSet((Asset*)other);
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return *this;
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}
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FORCE_INLINE WeakAssetReference& operator=(const Guid& id)
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{
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OnSet((T*)::LoadAsset(id, T::TypeInitializer));
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OnSet((Asset*)::LoadAsset(id, T::TypeInitializer));
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return *this;
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}
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