Added basic entity scripts
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using Babushka.scripts.CSharp.GameEntity.LoadSave;
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using Babushka.scripts.CSharp.GameEntity.Types;
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using Godot;
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using Newtonsoft.Json.Linq;
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namespace Babushka.scripts.CSharp.GameEntity.Entities;
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public partial class Entity : Node2D
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{
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private long _id;
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protected virtual EntityType Type => EntityType.None;
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protected virtual void SaveEntity(JObject json)
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{
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json["id"] = _id;
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json["type"] = (int)Type;
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}
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protected virtual void LoadEntity(JObject json)
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{
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_id = json.GetLongValue("id");
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}
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}
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@@ -0,0 +1 @@
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uid://hnmpt23ovfgl
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@@ -0,0 +1,27 @@
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using Babushka.scripts.CSharp.GameEntity.LoadSave;
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using Godot;
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using Newtonsoft.Json.Linq;
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namespace Babushka.scripts.CSharp.GameEntity.Entities;
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public partial class PositionalEntity : Entity
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{
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public string sceneName = "none";
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protected override void SaveEntity(JObject json)
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{
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base.SaveEntity(json);
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json["posx"] = Position.X;
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json["posy"] = Position.Y;
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json["scene"] = sceneName;
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}
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protected override void LoadEntity(JObject json)
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{
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base.LoadEntity(json);
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Position = new Vector2(
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json.GetFloatValue("posx"),
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json.GetFloatValue("posy"));
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sceneName = json.GetStringValue("scene");
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}
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}
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@@ -0,0 +1 @@
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uid://bs38dulqv7sop
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@@ -0,0 +1,32 @@
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using Newtonsoft.Json.Linq;
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namespace Babushka.scripts.CSharp.GameEntity.LoadSave;
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public static class EntityLoadSaveUtil
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{
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private static void AssertTokenType(this JObject json, string key, JTokenType type)
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{
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var token = json[key];
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if (token == null) throw new MalformedJsonException(json, key, "does not exist");
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if (!token.HasValues) throw new MalformedJsonException(json, key, "has no value");
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if (token.Type != type) throw new MalformedJsonException(json, key, $"is not of type {type}");
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}
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public static long GetLongValue(this JObject json, string key)
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{
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AssertTokenType(json, key, JTokenType.Integer);
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return json.Value<long>(key);
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}
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public static float GetFloatValue(this JObject json, string key)
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{
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AssertTokenType(json, key, JTokenType.Float);
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return json.Value<float>(key);
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}
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public static string GetStringValue(this JObject json, string key)
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{
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AssertTokenType(json, key, JTokenType.String);
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return json.Value<string>(key)!;
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}
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}
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@@ -0,0 +1 @@
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uid://ccu6p418viliu
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@@ -0,0 +1,12 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Newtonsoft.Json.Linq;
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namespace Babushka.scripts.CSharp.GameEntity.LoadSave;
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public class MalformedJsonException(JObject actualJson, string key, string problem) : Exception
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{
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public override string Message => $"JsonObject was malformed: {key} {problem}";
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public override IDictionary Data => new Dictionary<string, JObject> { { "json", actualJson } };
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}
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uid://d1o066hh84ow
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@@ -0,0 +1,59 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Babushka.scripts.CSharp.GameEntity.Types;
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using Godot;
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using Entity = Babushka.scripts.CSharp.GameEntity.Entities.Entity;
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using PositionalEntity = Babushka.scripts.CSharp.GameEntity.Entities.PositionalEntity;
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namespace Babushka.scripts.CSharp.GameEntity.Management;
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public partial class EntityManager : Node
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{
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[Export] private EntityNodeCreator _nodeCreator = null!;
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private EntitySceneManager? _currentEntitySceneManager;
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private readonly List<Entity> _allEntities = new();
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public IEnumerable<Entity> AllEntities => _allEntities;
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public IEnumerable<PositionalEntity> AllPositionalEntities => _allEntities.OfType<PositionalEntity>();
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public T NewPositionalEntity<T>(EntityType type, Vector2 position, string? scene = null) where T : PositionalEntity
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{
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if (scene == null)
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{
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if (_currentEntitySceneManager == null)
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throw new Exception("No current scene. Specify scene to spawn an entity");
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scene = _currentEntitySceneManager.sceneName;
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}
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var newEntity = _nodeCreator.Create<T>(type);
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newEntity.Position = position;
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newEntity.sceneName = scene;
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_allEntities.Add(newEntity);
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_currentEntitySceneManager.AddIfNeeded(newEntity);
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return newEntity;
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}
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public void UnloadScene()
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{
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if (_currentEntitySceneManager == null) return;
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_currentEntitySceneManager.RemoveAllEntities();
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_currentEntitySceneManager = null;
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}
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public void LoadScene(EntitySceneManager sceneManager)
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{
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_currentEntitySceneManager = sceneManager;
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foreach (var entity in AllPositionalEntities)
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{
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_currentEntitySceneManager.AddIfNeeded(entity);
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}
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}
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}
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@@ -0,0 +1 @@
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uid://umop2b1m1qm8
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@@ -0,0 +1,14 @@
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using PositionalEntity = Babushka.scripts.CSharp.GameEntity.Entities.PositionalEntity;
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namespace Babushka.scripts.CSharp.GameEntity.Management;
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public static class EntityManagerUtil
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{
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public static void AddIfNeeded(this EntitySceneManager? self, PositionalEntity entity)
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{
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if(self == null) return;
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if(self.sceneName != entity.sceneName) return;
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self.AddEntity(entity);
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}
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}
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@@ -0,0 +1 @@
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uid://dc3283h7sx4cl
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@@ -0,0 +1,16 @@
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using Babushka.scripts.CSharp.GameEntity.Types;
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using Godot;
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using Godot.Collections;
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using Entity = Babushka.scripts.CSharp.GameEntity.Entities.Entity;
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namespace Babushka.scripts.CSharp.GameEntity.Management;
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public partial class EntityNodeCreator : Node
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{
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[Export] private Dictionary<EntityType, PackedScene> _entityPrefabs;
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public T Create<T>(EntityType type) where T:Entity
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{
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return _entityPrefabs[type].Instantiate<T>();
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}
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}
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@@ -0,0 +1 @@
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uid://bogqp274y1pgr
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@@ -0,0 +1,25 @@
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using Godot;
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using PositionalEntity = Babushka.scripts.CSharp.GameEntity.Entities.PositionalEntity;
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namespace Babushka.scripts.CSharp.GameEntity.Management;
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public partial class EntitySceneManager : Node2D
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{
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[Export] public string sceneName = "none";
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public void AddEntity(PositionalEntity entity)
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{
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AddChild(entity);
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}
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public void RemoveAllEntities()
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{
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foreach (var entity in GetChildren())
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{
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if (entity is PositionalEntity positionalEntity)
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{
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RemoveChild(entity);
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}
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}
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}
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}
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@@ -0,0 +1 @@
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uid://ca1pg6k3gn47y
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@@ -0,0 +1,7 @@
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namespace Babushka.scripts.CSharp.GameEntity.Types;
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public enum EntityType
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{
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None = 0,
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Yeli = 1,
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}
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@@ -0,0 +1 @@
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uid://cjygyr4lc224m
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