Refactor assetManager, renamed assetManager to assetStorage, renamed AssetT to AssetDataT, added better error handling in authentication service, continued working on dynamic asset loading for both maps and map editor
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@ -1,7 +1,5 @@
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<template>
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<div v-if="isLoaded">
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<ZoneTiles @tilemap:create="tileMap = $event" />
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</div>
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<ZoneTiles @tilemap:create="tileMap = $event" />
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<ZoneObjects v-if="tileMap" :tilemap="tileMap as Phaser.Tilemaps.Tilemap" />
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<ZoneEventTiles v-if="tileMap" :tilemap="tileMap as Phaser.Tilemaps.Tilemap" />
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@ -16,11 +14,10 @@
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</template>
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<script setup lang="ts">
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import { useScene } from 'phavuer'
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import { onMounted, onUnmounted, ref } from 'vue'
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import { onUnmounted, ref } from 'vue'
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import { useGameStore } from '@/stores/gameStore'
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import { useZoneEditorStore } from '@/stores/zoneEditorStore'
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import { type AssetT, type Zone } from '@/types'
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import { type Zone } from '@/types'
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// Components
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import Toolbar from '@/components/gameMaster/zoneEditor/partials/Toolbar.vue'
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@ -32,14 +29,10 @@ import TeleportModal from '@/components/gameMaster/zoneEditor/partials/TeleportM
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import ZoneTiles from '@/components/gameMaster/zoneEditor/ZoneTiles.vue'
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import ZoneObjects from '@/components/gameMaster/zoneEditor/ZoneObjects.vue'
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import ZoneEventTiles from '@/components/gameMaster/zoneEditor/ZoneEventTiles.vue'
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import config from '@/config'
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import { loadZoneTileTexture } from '@/composables/zoneComposable'
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const scene = useScene()
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const gameStore = useGameStore()
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const zoneEditorStore = useZoneEditorStore()
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const tileMap = ref(null as Phaser.Tilemaps.Tilemap | null)
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const isLoaded = ref(false)
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function save() {
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if (!zoneEditorStore.zone) return
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@ -65,14 +58,6 @@ function save() {
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})
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}
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onMounted(async () => {
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const tiles: AssetT[] = await fetch(config.server_endpoint + '/assets/list_tiles').then((response) => response.json())
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for (const tile of tiles) {
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await loadZoneTileTexture(scene, tile.key, tile.updatedAt)
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}
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isLoaded.value = true
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})
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onUnmounted(() => {
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zoneEditorStore.reset()
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})
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