Little documentation update
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@ -25,27 +25,24 @@ namespace Dawn {
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auto textureAsset = scene->game->assetManager.get<TextureAsset>("texture_penny");
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auto tilesetAsset = scene->game->assetManager.get<TilesetAsset>("tileset_penny");
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// auto meshRenderer = item->addComponent<MeshRenderer>();
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// auto material = item->addComponent<Material>();
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// auto meshHost = item->addComponent<MeshHost>();
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// auto tiledSprite = item->addComponent<TiledSprite>();
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// auto animation = item->addComponent<AnimationController>();
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auto meshRenderer = item->addComponent<MeshRenderer>();
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auto material = item->addComponent<Material>();
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auto meshHost = item->addComponent<MeshHost>();
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auto tiledSprite = item->addComponent<TiledSprite>();
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auto animation = item->addComponent<AnimationController>();
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auto pokerPlayer = item->addComponent<PokerPlayer>();
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return item;
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// auto param = material->getShader()->getParameterByName("u_Text");
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// material->textureValues[param] = &textureAsset->texture;
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auto param = material->getShader()->getParameterByName("u_Text");
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material->textureValues[param] = &textureAsset->texture;
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// tiledSprite->setTileset(&tilesetAsset->tileset);
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// tiledSprite->setSize(glm::vec2(tilesetAsset->tileset.divX, tilesetAsset->tileset.divY));
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tiledSprite->setTilesetAndSize(&tilesetAsset->tileset);
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// auto anim = new TiledSpriteAnimation(tiledSprite);
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// anim->addSequentialKeyframes(0.1f, 0, 22);
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// anim->loop = true;
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// animation->animation = anim;
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auto anim = new TiledSpriteAnimation(tiledSprite);
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anim->addSequentialKeyframes(0.1f, 0, 22);
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anim->loop = true;
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animation->animation = anim;
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// return item;
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return item;
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}
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};
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}
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