Optimize scripting object data deserialziation
This commit is contained in:
@@ -149,7 +149,7 @@ void SceneObject::Deserialize(DeserializeStream& stream, ISerializeModifier* mod
|
||||
// Handle C# objects data serialization
|
||||
if (Flags & ObjectFlags::IsManagedType)
|
||||
{
|
||||
auto* const v = stream.FindMember("V");
|
||||
auto* const v = SERIALIZE_FIND_MEMBER(stream, "V");
|
||||
if (v != stream.MemberEnd() && v->value.IsObject() && v->value.MemberCount() != 0)
|
||||
{
|
||||
ManagedSerialization::Deserialize(v->value, GetOrCreateManagedInstance());
|
||||
@@ -159,7 +159,7 @@ void SceneObject::Deserialize(DeserializeStream& stream, ISerializeModifier* mod
|
||||
// Handle custom scripting objects data serialization
|
||||
if (Flags & ObjectFlags::IsCustomScriptingType)
|
||||
{
|
||||
auto* const v = stream.FindMember("D");
|
||||
auto* const v = SERIALIZE_FIND_MEMBER(stream, "D");
|
||||
if (v != stream.MemberEnd() && v->value.IsObject() && v->value.MemberCount() != 0)
|
||||
{
|
||||
_type.Module->DeserializeObject(v->value, this, modifier);
|
||||
|
||||
Reference in New Issue
Block a user