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@@ -21,6 +21,7 @@
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#include "BsScriptGUISkin.h"
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#include "BsScriptGUISkin.h"
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#include "BsScriptPhysicsMaterial.h"
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#include "BsScriptPhysicsMaterial.h"
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#include "BsScriptPhysicsMesh.h"
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#include "BsScriptPhysicsMesh.h"
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+#include "BsScriptAudioClip.h"
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#include "BsScriptManagedResource.h"
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#include "BsScriptManagedResource.h"
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#include "BsScriptAssemblyManager.h"
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#include "BsScriptAssemblyManager.h"
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@@ -152,6 +153,8 @@ namespace BansheeEngine
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return ScriptResourceManager_createScriptResource(thisPtr, static_resource_cast<PhysicsMaterial>(resourceHandle), (ScriptPhysicsMaterial**)out);
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return ScriptResourceManager_createScriptResource(thisPtr, static_resource_cast<PhysicsMaterial>(resourceHandle), (ScriptPhysicsMaterial**)out);
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case TID_PhysicsMesh:
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case TID_PhysicsMesh:
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return ScriptResourceManager_createScriptResource(thisPtr, static_resource_cast<PhysicsMesh>(resourceHandle), (ScriptPhysicsMesh**)out);
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return ScriptResourceManager_createScriptResource(thisPtr, static_resource_cast<PhysicsMesh>(resourceHandle), (ScriptPhysicsMesh**)out);
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+ case TID_AudioClip:
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+ return ScriptResourceManager_createScriptResource(thisPtr, static_resource_cast<AudioClip>(resourceHandle), (ScriptAudioClip**)out);
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case TID_ManagedResource:
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case TID_ManagedResource:
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BS_EXCEPT(InternalErrorException, "Managed resources must have a managed instance by default, this call is invalid.")
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BS_EXCEPT(InternalErrorException, "Managed resources must have a managed instance by default, this call is invalid.")
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break;
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break;
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@@ -178,6 +181,7 @@ namespace BansheeEngine
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template void ScriptResourceManager_createScriptResource(ScriptResourceManager* thisPtr, const ResourceHandle<GUISkin>&, ScriptGUISkin**);
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template void ScriptResourceManager_createScriptResource(ScriptResourceManager* thisPtr, const ResourceHandle<GUISkin>&, ScriptGUISkin**);
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template void ScriptResourceManager_createScriptResource(ScriptResourceManager* thisPtr, const ResourceHandle<PhysicsMesh>&, ScriptPhysicsMesh**);
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template void ScriptResourceManager_createScriptResource(ScriptResourceManager* thisPtr, const ResourceHandle<PhysicsMesh>&, ScriptPhysicsMesh**);
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template void ScriptResourceManager_createScriptResource(ScriptResourceManager* thisPtr, const ResourceHandle<PhysicsMaterial>&, ScriptPhysicsMaterial**);
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template void ScriptResourceManager_createScriptResource(ScriptResourceManager* thisPtr, const ResourceHandle<PhysicsMaterial>&, ScriptPhysicsMaterial**);
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+ template void ScriptResourceManager_createScriptResource(ScriptResourceManager* thisPtr, const ResourceHandle<AudioClip>&, ScriptAudioClip**);
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}
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}
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template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<Texture>&, ScriptTexture2D**);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<Texture>&, ScriptTexture2D**);
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@@ -196,6 +200,7 @@ namespace BansheeEngine
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template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<GUISkin>&, ScriptGUISkin**);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<GUISkin>&, ScriptGUISkin**);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<PhysicsMesh>&, ScriptPhysicsMesh**);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<PhysicsMesh>&, ScriptPhysicsMesh**);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<PhysicsMaterial>&, ScriptPhysicsMaterial**);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<PhysicsMaterial>&, ScriptPhysicsMaterial**);
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+ template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<AudioClip>&, ScriptAudioClip**);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<ManagedResource>&, ScriptManagedResource**);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<ManagedResource>&, ScriptManagedResource**);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<Texture>& resourceHandle, ScriptTexture2D** out, bool create);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<Texture>& resourceHandle, ScriptTexture2D** out, bool create);
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@@ -215,6 +220,7 @@ namespace BansheeEngine
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template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<GUISkin>& resourceHandle, ScriptGUISkin** out, bool create);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<GUISkin>& resourceHandle, ScriptGUISkin** out, bool create);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<PhysicsMesh>& resourceHandle, ScriptPhysicsMesh** out, bool create);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<PhysicsMesh>& resourceHandle, ScriptPhysicsMesh** out, bool create);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<PhysicsMaterial>& resourceHandle, ScriptPhysicsMaterial** out, bool create);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<PhysicsMaterial>& resourceHandle, ScriptPhysicsMaterial** out, bool create);
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+ template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<AudioClip>& resourceHandle, ScriptAudioClip** out, bool create);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<ManagedResource>& resourceHandle, ScriptManagedResource** out, bool create);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<ManagedResource>& resourceHandle, ScriptManagedResource** out, bool create);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<Resource>& resourceHandle, ScriptResourceBase** out, bool create);
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template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<Resource>& resourceHandle, ScriptResourceBase** out, bool create);
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