22 struct ComponentValue {
32 static SScene* LoadScene(
const std::string& path);
34 static bool SaveScene(
SScene* scene, std::string path);
36 static bool SavePrefab(
SGameObject* root, std::string path);
39 static void ExploringScene(
const XNode& node, std::vector<NodeKey*>& objs, std::vector<ComponentValue*>& comps);
41 static void LinkingID(std::vector<NodeKey*>& objs,
SGameObject* root);
43 static void LinkingReference(std::vector<ComponentValue*>& comps);
45 static void ExploringPrefab(
const XNode& node, std::vector<NodeKey*>& objs, std::vector<ComponentValue*>& comps,
48 static void LinkingResourceID(
const XNode& node,
SGameObject* root, std::vector<NodeKey*>& objs,
49 std::vector<ComponentValue*>& comps);
51 static std::string GetGameObjectValue(
SGameObject* obj,
bool ignorePrefab =
false);
55 static std::string PrintGameObject(
SGameObject* obj);
57 static bool Save(
const std::string& buf,
const std::string& path);