Optimize asset references to support direct registration to reduce Delegate memory allocations and overhead
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@@ -15,7 +15,7 @@ class RigidBody;
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/// </summary>
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/// <seealso cref="Actor" />
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/// <seealso cref="PhysicsColliderActor" />
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API_CLASS(Abstract) class FLAXENGINE_API Collider : public PhysicsColliderActor
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API_CLASS(Abstract) class FLAXENGINE_API Collider : public PhysicsColliderActor, protected IAssetReference
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{
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API_AUTO_SERIALIZATION();
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DECLARE_SCENE_OBJECT_ABSTRACT(Collider);
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@@ -154,9 +154,6 @@ protected:
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/// </summary>
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void RemoveStaticActor();
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private:
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void OnMaterialChanged();
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public:
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// [PhysicsColliderActor]
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RigidBody* GetAttachedRigidBody() const override;
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@@ -181,4 +178,9 @@ protected:
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void OnLayerChanged() override;
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void OnStaticFlagsChanged() override;
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void OnPhysicsSceneChanged(PhysicsScene* previous) override;
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// [IAssetReference]
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void OnAssetChanged(Asset* asset, void* caller) override;
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void OnAssetLoaded(Asset* asset, void* caller) override;
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void OnAssetUnloaded(Asset* asset, void* caller) override;
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};
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