GameObjectSerialization.txt 1.6 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. IMMEDIATE:
  9. MonoManager class caching doesn't work with generic types because they all share the same name
  10. Ensure that List works with all data types
  11. When it works copy its set/get code to Dictionary
  12. LOW PRIORITY
  13. - Get rid of ScriptObject::createInstance and replace it with parameter in constructor
  14. - A way to serialize any object into a Resource (and deserialize it from Resource)
  15. ------------------------------------------------------
  16. General C# component management
  17. Native components like Camera
  18. - ScriptCamera derives from Camera
  19. - Then whenever I check for managed Components I need to check if object type of ScriptComponent or
  20. any of the built-in types.
  21. - Checking each type might be a bit slow, but normally we will be looking for an exact type
  22. so hopefully this will only matter when enumerating all components which shouldn't be during performance
  23. critical moments.
  24. TODO - When reloading scripts how to handle restoring references?
  25. TODO - When I destroy a Component, how will I refresh the inspector to let it know that something has changed
  26. - Can happen from C# and C++