Optimize asset references to support direct registration to reduce Delegate memory allocations and overhead
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@@ -17,8 +17,8 @@
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NavMesh::NavMesh(const SpawnParams& params)
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: Actor(params)
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, IsDataDirty(false)
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, DataAsset(this)
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{
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DataAsset.Loaded.Bind<NavMesh, &NavMesh::OnDataAssetLoaded>(this);
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}
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void NavMesh::SaveNavMesh()
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@@ -100,7 +100,11 @@ void NavMesh::RemoveTiles()
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navMesh->RemoveTiles(this);
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}
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void NavMesh::OnDataAssetLoaded()
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void NavMesh::OnAssetChanged(Asset* asset, void* caller)
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{
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}
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void NavMesh::OnAssetLoaded(Asset* asset, void* caller)
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{
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// Skip if already has data (prevent reloading navmesh on saving)
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if (Data.Tiles.HasItems())
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@@ -126,6 +130,10 @@ void NavMesh::OnDataAssetLoaded()
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}
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}
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void NavMesh::OnAssetUnloaded(Asset* asset, void* caller)
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{
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}
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void NavMesh::Serialize(SerializeStream& stream, const void* otherObj)
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{
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// Base
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