2 using System.Collections.Generic;
 
    3 using System.Diagnostics;
 
    7 using System.Threading.Tasks;
 
    9 using SiliconStudio.Paradox;
 
   10 using SiliconStudio.Paradox.DataModel;
 
   11 using SiliconStudio.Paradox.Engine;
 
   12 using SiliconStudio.Paradox.EntityModel;
 
   13 using SiliconStudio.Paradox.Games.IO;
 
   14 using SiliconStudio.Paradox.Games.MicroThreading;
 
   15 using SiliconStudio.Paradox.Games.Serialization.Assets;
 
   16 using SiliconStudio.Paradox.Games.Serialization.Contents;
 
   31             VirtualFileSystem.MountFileSystem(
"/sync", 
gitFolder);
 
   38             VirtualFileSystem.MountFileSystem(
"/sync", 
gitFolder);
 
   47             Process.Start(
new ProcessStartInfo(
"git", 
"add package_scene.hotei") { WorkingDirectory = 
gitFolder, CreateNoWindow = 
true, UseShellExecute = 
false }).WaitForExit();
 
   48             Process.Start(
new ProcessStartInfo(
"git", 
"commit -m Message") { WorkingDirectory = 
gitFolder, CreateNoWindow = 
true, UseShellExecute = 
false }).WaitForExit();
 
   49             Process.Start(
new ProcessStartInfo(
"git", 
"fetch --all") { WorkingDirectory = 
gitFolder, CreateNoWindow = 
true, UseShellExecute = 
false }).WaitForExit();
 
   50             Process.Start(
new ProcessStartInfo(
"git", 
"rebase origin/master") { WorkingDirectory = 
gitFolder, CreateNoWindow = 
true, UseShellExecute = 
false }).WaitForExit();
 
   51             Process.Start(
new ProcessStartInfo(
"git", 
"push origin master") { WorkingDirectory = 
gitFolder, CreateNoWindow = 
true, UseShellExecute = 
false }).WaitForExit();
 
   63             Process.Start(
new ProcessStartInfo(
"git", 
"add package_scene.hotei") { WorkingDirectory = 
gitFolder, CreateNoWindow = 
true, UseShellExecute = 
false }).WaitForExit();
 
   64             Process.Start(
new ProcessStartInfo(
"git", 
"commit -m Message") { WorkingDirectory = 
gitFolder, CreateNoWindow = 
true, UseShellExecute = 
false }).WaitForExit();
 
   65             Process.Start(
new ProcessStartInfo(
"git", 
"fetch --all") { WorkingDirectory = 
gitFolder, CreateNoWindow = 
true, UseShellExecute = 
false }).WaitForExit();
 
   66             Process.Start(
new ProcessStartInfo(
"git", 
"merge origin/master") { WorkingDirectory = 
gitFolder, CreateNoWindow = 
true, UseShellExecute = 
false }).WaitForExit();
 
   67             Process.Start(
new ProcessStartInfo(
"git", 
"push origin master") { WorkingDirectory = 
gitFolder, CreateNoWindow = 
true, UseShellExecute = 
false }).WaitForExit();
 
   76             Process.Start(
new ProcessStartInfo(
"git", 
"fetch --all") { WorkingDirectory = 
gitFolder, CreateNoWindow = 
true, UseShellExecute = 
false }).WaitForExit();
 
   77             Process.Start(
new ProcessStartInfo(
"git", 
"pull") { WorkingDirectory = 
gitFolder, CreateNoWindow = 
true, UseShellExecute = 
false }).WaitForExit();
 
   86             var assetManager = 
new AssetManager(
new AssetSerializerContextGenerator(engineContext.PackageManager));
 
   89             var meshComponent = entity.GetOrCreate(ModelComponent.Key);
 
   90             meshComponent.SubMeshes.Add(
new EffectMeshData { MeshData = 
new SubMeshData { DrawCount = 321 } });
 
   91             var entities = 
new[] { entity };
 
   93             throw new NotImplementedException();
 
  108             var oldState = engineContext.EntityManager.State;
 
  109             engineContext.EntityManager.State = GameState.Saving;
 
  110             await Scheduler.Current.NextFrame();
 
  111             await Scheduler.Current.NextFrame();
 
  112             await Scheduler.Current.NextFrame();
 
  116             var entities = engineContext.EntityManager.Entities.ToArray();
 
  117             var sceneData = 
new EntityGroup { Entities = entities.ToList() };
 
  118             contentManager.Url.Set(sceneData, 
"/sync/package_scene.hotei#");
 
  119             contentManager.Save(sceneData);
 
  121             engineContext.EntityManager.State = GameState.Running;
 
  131         public static async 
void LoadScene(EngineContext engineContext)
 
  134             var contentManager = engineContext.AssetManager;
 
  138             var sceneData = contentManager.Load<
EntityGroup>(
"/sync/package_scene.hotei#");
 
  140             foreach (var entity 
in sceneData.Entities)
 
  142                 engineContext.EntityManager.AddEntity(entity);
 
  145                     var entityCopy = entity;
 
  154             VirtualFileSystem.MountFileSystem(
"/global_data", 
"..\\..\\deps\\data\\");
 
  155             VirtualFileSystem.MountFileSystem(
"/global_data2", 
"..\\..\\data\\");
 
  156             ParameterContainerExtensions.Merge(engineContext.PackageManager, 
"/data/package_scene_base.hotei", 
"/data/package_scene1.hotei", 
"/data/package_scene2.hotei", 
"/data/package_scene_copy.hotei");
 
Game entity. It usually aggregates multiple EntityComponent 
 
static async Task AnimateFBXModel(EngineContext engineContext, Entity characterEntity, float endAnimTime=0.0f, float loopTime=0.0f)
 
static void SetupFolder1(EngineContext engineContext)
 
This processor will take care of adding/removing children of every Entity added/removed in the Entity...
 
Add animation capabilities to an Entity. It will usually apply to ModelComponent.ModelViewHierarchy ...
 
static async void LoadScene(EngineContext engineContext)
 
static async Task SyncSceneLoad(EngineContext engineContext)
 
A group of Entity that can refers to each others. They can be loaded together as a chunk...
 
static async Task MergeSceneTest(EngineContext engineContext)
 
static void SetupFolder2(EngineContext engineContext)
 
static async Task SaveScene(EngineContext engineContext)
 
static async Task SyncSceneRebase(EngineContext engineContext)
 
static PropertyKey< AnimationComponent > Key
 
static void ClearScene(EngineContext engineContext)
 
static SerializerSelector DefaultSceneSerializerSelector
 
static async Task SyncSceneMerge(EngineContext engineContext)
 
static async Task SaveScene2(EngineContext engineContext)