feat: add ObjectRef for scene loading to not rely on runtime id's
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@@ -6,7 +6,7 @@
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#include <cstddef>
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#include <vector>
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#include <destrum/ObjectModel/ObjectId.h>
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#include <destrum/ObjectModel/ObjectRef.h>
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class InteractableButton final : public Interactable {
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public:
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@@ -19,6 +19,7 @@ public:
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nlohmann::json Serialize() const override;
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void Deserialize(const nlohmann::json& data) override;
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void ResolveReferences(const ObjectMap& objects) override;
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void ImGuiInspector() override;
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[[nodiscard]] std::size_t GetColorIndex() const { return m_ColorIndex; }
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@@ -29,7 +30,7 @@ public:
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// Every Activatable on a target object is activated when the button is pressed
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void AddTarget(const GameObject& target);
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void RemoveTarget(ObjectId target);
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[[nodiscard]] const std::vector<ObjectId>& GetTargets() const { return m_Targets; }
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[[nodiscard]] const std::vector<ObjectRef>& GetTargets() const { return m_Targets; }
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private:
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void ApplyColor();
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@@ -39,7 +40,7 @@ private:
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std::size_t m_ColorIndex{0};
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int m_PressCount{0};
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bool m_CycleColors{true};
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std::vector<ObjectId> m_Targets;
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std::vector<ObjectRef> m_Targets;
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};
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#endif // LIGHTKEEPER_INTERACTABLEBUTTON_H
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