Add layers and tags updating
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@@ -204,33 +204,23 @@ void GameSettings::Deserialize(DeserializeStream& stream, ISerializeModifier* mo
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void LayersAndTagsSettings::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
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{
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const auto tags = stream.FindMember("Tags");
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if (tags != stream.MemberEnd())
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if (tags != stream.MemberEnd() && tags->value.IsArray())
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{
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auto& tagsArray = tags->value;
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ASSERT(tagsArray.IsArray());
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Tags.Clear();
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Tags.EnsureCapacity(tagsArray.Size());
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// Note: we cannot remove tags at runtime so this should deserialize them in additive mode
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// Tags are stored as tagIndex in actors so collection change would break the linkage
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for (uint32 i = 0; i < tagsArray.Size(); i++)
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{
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auto& v = tagsArray[i];
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if (v.IsString())
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{
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const String tag = v.GetText();
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if (!Tags.Contains(tag))
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Tags.Add(tag);
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}
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Tags.Add(v.GetText());
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}
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}
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const auto layers = stream.FindMember("Layers");
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if (layers != stream.MemberEnd())
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if (layers != stream.MemberEnd() && layers->value.IsArray())
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{
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auto& layersArray = layers->value;
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ASSERT(layersArray.IsArray());
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for (uint32 i = 0; i < layersArray.Size() && i < 32; i++)
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{
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auto& v = layersArray[i];
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@@ -239,5 +229,9 @@ void LayersAndTagsSettings::Deserialize(DeserializeStream& stream, ISerializeMod
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else
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Layers[i].Clear();
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}
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for (uint32 i = layersArray.Size(); i < 32; i++)
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{
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Layers[i].Clear();
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}
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}
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}
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@@ -30,5 +30,6 @@ public:
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static LayersAndTagsSettings* Get();
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// [SettingsBase]
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void Apply() override;
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void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) final override;
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};
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@@ -113,7 +113,6 @@ public:
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{
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}
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bool Init() override;
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void Update() override;
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void LateUpdate() override;
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void FixedUpdate() override;
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@@ -177,13 +176,22 @@ bool LevelImpl::deleteActor(Actor* actor)
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return false;
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}
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bool LevelService::Init()
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void LayersAndTagsSettings::Apply()
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{
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auto& settings = *LayersAndTagsSettings::Get();
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Level::Tags = settings.Tags;
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// Note: we cannot remove tags/layers at runtime so this should deserialize them in additive mode
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// Tags/Layers are stored as index in actors so collection change would break the linkage
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for (auto& tag : Tags)
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{
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if (!Level::Tags.Contains(tag))
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Level::Tags.Add(tag);
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}
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for (int32 i = 0; i < ARRAY_COUNT(Level::Layers); i++)
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Level::Layers[i] = settings.Layers[i];
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return false;
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{
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const auto& src = Layers[i];
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auto& dst = Level::Layers[i];
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if (dst.IsEmpty() || !src.IsEmpty())
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dst = src;
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}
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}
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void LevelService::Update()
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