Add support for compiling and running engine without C# scripting
(configurable via `EngineConfiguration.UseCSharp` in Flax.Build)
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@@ -117,6 +117,7 @@ void SceneObject::Serialize(SerializeStream& stream, const void* otherObj)
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stream.Guid(_parent->GetID());
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}
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#if !COMPILE_WITHOUT_CSHARP
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// Handle C# objects data serialization
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if (Flags & ObjectFlags::IsManagedType)
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{
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@@ -130,6 +131,7 @@ void SceneObject::Serialize(SerializeStream& stream, const void* otherObj)
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ManagedSerialization::Serialize(stream, GetOrCreateManagedInstance());
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}
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}
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#endif
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// Handle custom scripting objects data serialization
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if (Flags & ObjectFlags::IsCustomScriptingType)
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@@ -146,6 +148,7 @@ void SceneObject::Deserialize(DeserializeStream& stream, ISerializeModifier* mod
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// _prefabID is deserialized by Actor/Script impl
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DESERIALIZE_MEMBER(PrefabObjectID, _prefabObjectID);
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#if !COMPILE_WITHOUT_CSHARP
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// Handle C# objects data serialization
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if (Flags & ObjectFlags::IsManagedType)
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{
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@@ -155,6 +158,7 @@ void SceneObject::Deserialize(DeserializeStream& stream, ISerializeModifier* mod
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ManagedSerialization::Deserialize(v->value, GetOrCreateManagedInstance());
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}
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}
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#endif
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// Handle custom scripting objects data serialization
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if (Flags & ObjectFlags::IsCustomScriptingType)
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