| 73 | } |
| 74 | |
| 75 | void ScriptSystem::Update(float deltaTime) |
| 76 | { |
| 77 | #if defined(TRMN_DEBUG) |
| 78 | // Execute reload at start of frame (priority -1 ensures we run before WorldSystem) |
| 79 | // so no component list is being iterated when we add/remove components. |
| 80 | if (m_PendingReload) { |
| 81 | m_PendingReload = false; |
| 82 | if (!Compile()) { |
| 83 | TN_ERROR("Failed to compile scripts"); |
| 84 | RebuildWatches(); |
| 85 | return; |
| 86 | } else { |
| 87 | World* world = Application::GetSystem<WorldSystem>()->GetCurrentWorld(); |
| 88 | ScriptModuleManager::Get().Reload("Game", world); |
| 89 | RebuildWatches(); |
| 90 | return; |
| 91 | } |
| 92 | } |
| 93 | |
| 94 | for (const auto& watch : m_Watches) { |
| 95 | if (FileSystem::HasFileChanged(watch)) { |
| 96 | m_PendingReload = true; |
| 97 | return; |
| 98 | } |
| 99 | } |
| 100 | #endif |
| 101 | } |
| 102 | |
| 103 | void ScriptSystem::ShowDebugWindow(bool* open) |
| 104 | { |
nothing calls this directly
no test coverage detected