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GameObjectSerialization.txt 1.4 KB

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  1. TODO
  2. - Ability to break external references as a pre-processing step
  3. - I need to properly unload all assemblies (and possibly shutdown mono runtime?) before I shut down various modules used in ScriptBansheeEngine.
  4. C# Serialization
  5. - Ensure that everything still works when a serialized type is removed
  6. - Ensure that such components retain their field data so when they are no longer unknown their data may be restored
  7. ---------------------------------------
  8. LOW PRIORITY
  9. - Get rid of ScriptObject::createInstance and replace it with parameter in constructor
  10. - A way to serialize any object into a Resource (and deserialize it from Resource)
  11. ------------------------------------------------------
  12. General C# component management
  13. Native components like Camera
  14. - ScriptCamera derives from Camera
  15. - Then whenever I check for managed Components I need to check if object type of ScriptComponent or
  16. any of the built-in types.
  17. - Checking each type might be a bit slow, but normally we will be looking for an exact type
  18. so hopefully this will only matter when enumerating all components which shouldn't be during performance
  19. critical moments.
  20. TODO - When reloading scripts how to handle restoring references?
  21. TODO - When I destroy a Component, how will I refresh the inspector to let it know that something has changed
  22. - Can happen from C# and C++