Stable scene loading and func_luxe updates
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@ -3,125 +3,18 @@
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import "luxe: assets" for Assets, Strings
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import "luxe: blocks" for Block
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import "luxe: type/anim.asset" for AnimDesc
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import "luxe: type/asset.meta.asset" for AssetMeta
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import "luxe: type/audio.asset" for AudioDesc
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import "luxe: type/basis.asset" for Basis
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import "luxe: type/audio.bus.asset" for AudioBusMeta
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import "luxe: type/clip.asset" for ClipDesc
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import "luxe: type/compute.asset" for Compute
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import "func_luxe: type/entity_def.asset" for EntityDef
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import "luxe: type/font.face.asset" for FaceDesc
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import "luxe: type/font.asset" for FontDesc
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import "func_luxe: type/game_config.asset" for GameConfig
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import "luxe: type/mesh.asset" for MeshDesc
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import "luxe: type/scene.asset" for SceneDesc
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import "luxe: type/skeleton.asset" for SkeletonDesc
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import "luxe: type/stage.asset" for StageDesc
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import "luxe: type/text.style.asset" for TextStyle
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import "luxe: type/tiles.asset" for TilesDesc
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import "luxe: type/tiles.brush.asset" for TilesBrush
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import "luxe: type/tiles.visual.asset" for TilesVisualDesc
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class AssetType {
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static anim { "luxe: type/anim.asset" }
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static anim_track { "luxe: type/anim.track.asset" }
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static asset_meta { "luxe: type/asset.meta.asset" }
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static atlas { "luxe: type/atlas.asset" }
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static audio { "luxe: type/audio.asset" }
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static basis { "luxe: type/basis.asset" }
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static block { "luxe: type/block.asset" }
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static block_def { "luxe: type/block_def.asset" }
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static bus { "luxe: type/audio.bus.asset" }
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static clip { "luxe: type/clip.asset" }
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static compute { "luxe: type/compute.asset" }
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static entity { "luxe: type/entity.asset" }
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static entity_def { "func_luxe: type/entity_def.asset" }
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static face { "luxe: type/font.face.asset" }
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static font { "luxe: type/font.asset" }
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static game_config { "func_luxe: type/game_config.asset" }
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static image { "luxe: type/image.asset" }
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static material { "luxe: type/material.asset" }
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static mesh { "luxe: type/mesh.asset" }
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static mesh_preset { "luxe: type/mesh.preset.asset" }
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static modifier { "luxe: type/modifier.asset" }
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static physics { "luxe: type/physics.asset" }
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static pose_node { "luxe: type/pose_node.asset" }
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static prototype { "luxe: type/prototype.asset" }
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static scene { "luxe: type/scene.asset" }
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static skeleton { "luxe: type/skeleton.asset" }
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static stage { "luxe: type/stage.asset" }
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static task { "luxe: type/task.asset" }
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static text_style { "luxe: type/text.style.asset" }
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static tiles { "luxe: type/tiles.asset" }
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static tiles_brush { "luxe: type/tiles.brush.asset" }
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static tiles_visual { "luxe: type/tiles.visual.asset" }
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}
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class AssetGetAPI {
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construct new() {}
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#asset_type(arg = "asset_id", subtype= "anim")
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anim(asset_id: String) : AnimDesc { Asset.instance(AssetType.anim, asset_id) }
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#asset_type(arg = "asset_id", subtype= "asset_meta")
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asset_meta(asset_id: String) : AssetMeta { Asset.instance(AssetType.asset_meta, asset_id) }
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#asset_type(arg = "asset_id", subtype= "audio")
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audio(asset_id: String) : AudioDesc { Asset.instance(AssetType.audio, asset_id) }
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#asset_type(arg = "asset_id", subtype= "basis")
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basis(asset_id: String) : Basis { Asset.instance(AssetType.basis, asset_id) }
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#asset_type(arg = "asset_id", subtype= "bus")
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bus(asset_id: String) : AudioBusMeta { Asset.instance(AssetType.bus, asset_id) }
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#asset_type(arg = "asset_id", subtype= "clip")
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clip(asset_id: String) : ClipDesc { Asset.instance(AssetType.clip, asset_id) }
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#asset_type(arg = "asset_id", subtype= "compute")
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compute(asset_id: String) : Compute { Asset.instance(AssetType.compute, asset_id) }
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#asset_type(arg = "asset_id", subtype= "entity_def")
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entity_def(asset_id: String) : EntityDef { Asset.instance(AssetType.entity_def, asset_id) }
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#asset_type(arg = "asset_id", subtype= "face")
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face(asset_id: String) : FaceDesc { Asset.instance(AssetType.face, asset_id) }
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#asset_type(arg = "asset_id", subtype= "font")
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font(asset_id: String) : FontDesc { Asset.instance(AssetType.font, asset_id) }
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#asset_type(arg = "asset_id", subtype= "game_config")
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game_config(asset_id: String) : GameConfig { Asset.instance(AssetType.game_config, asset_id) }
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#asset_type(arg = "asset_id", subtype= "mesh")
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mesh(asset_id: String) : MeshDesc { Asset.instance(AssetType.mesh, asset_id) }
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#asset_type(arg = "asset_id", subtype= "scene")
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scene(asset_id: String) : SceneDesc { Asset.instance(AssetType.scene, asset_id) }
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#asset_type(arg = "asset_id", subtype= "skeleton")
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skeleton(asset_id: String) : SkeletonDesc { Asset.instance(AssetType.skeleton, asset_id) }
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#asset_type(arg = "asset_id", subtype= "stage")
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stage(asset_id: String) : StageDesc { Asset.instance(AssetType.stage, asset_id) }
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#asset_type(arg = "asset_id", subtype= "text_style")
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text_style(asset_id: String) : TextStyle { Asset.instance(AssetType.text_style, asset_id) }
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#asset_type(arg = "asset_id", subtype= "tiles")
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tiles(asset_id: String) : TilesDesc { Asset.instance(AssetType.tiles, asset_id) }
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#asset_type(arg = "asset_id", subtype= "tiles_brush")
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tiles_brush(asset_id: String) : TilesBrush { Asset.instance(AssetType.tiles_brush, asset_id) }
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#asset_type(arg = "asset_id", subtype= "tiles_visual")
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tiles_visual(asset_id: String) : TilesVisualDesc { Asset.instance(AssetType.tiles_visual, asset_id) }
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}
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var AssetGet = AssetGetAPI.new()
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class AssetAddAPI {
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construct new() {}
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anim(asset_id: String) : AnimDesc { Asset.add(AssetType.anim, asset_id) }
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asset_meta(asset_id: String) : AssetMeta { Asset.add(AssetType.asset_meta, asset_id) }
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audio(asset_id: String) : AudioDesc { Asset.add(AssetType.audio, asset_id) }
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basis(asset_id: String) : Basis { Asset.add(AssetType.basis, asset_id) }
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bus(asset_id: String) : AudioBusMeta { Asset.add(AssetType.bus, asset_id) }
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clip(asset_id: String) : ClipDesc { Asset.add(AssetType.clip, asset_id) }
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compute(asset_id: String) : Compute { Asset.add(AssetType.compute, asset_id) }
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entity_def(asset_id: String) : EntityDef { Asset.add(AssetType.entity_def, asset_id) }
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face(asset_id: String) : FaceDesc { Asset.add(AssetType.face, asset_id) }
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font(asset_id: String) : FontDesc { Asset.add(AssetType.font, asset_id) }
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game_config(asset_id: String) : GameConfig { Asset.add(AssetType.game_config, asset_id) }
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mesh(asset_id: String) : MeshDesc { Asset.add(AssetType.mesh, asset_id) }
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scene(asset_id: String) : SceneDesc { Asset.add(AssetType.scene, asset_id) }
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skeleton(asset_id: String) : SkeletonDesc { Asset.add(AssetType.skeleton, asset_id) }
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stage(asset_id: String) : StageDesc { Asset.add(AssetType.stage, asset_id) }
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text_style(asset_id: String) : TextStyle { Asset.add(AssetType.text_style, asset_id) }
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tiles(asset_id: String) : TilesDesc { Asset.add(AssetType.tiles, asset_id) }
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tiles_brush(asset_id: String) : TilesBrush { Asset.add(AssetType.tiles_brush, asset_id) }
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tiles_visual(asset_id: String) : TilesVisualDesc { Asset.add(AssetType.tiles_visual, asset_id) }
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}
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var AssetAdd = AssetAddAPI.new()
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@ -142,38 +35,6 @@ class Asset {
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}
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static get : AssetGetAPI { AssetGet }
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static add : AssetAddAPI { AssetAdd }
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#asset_type(arg = "asset_id", subtype= "anim")
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static anim(asset_id: String) : Num { Assets.get_handle(AssetType.anim, asset_id) }
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#asset_type(arg = "asset_id", subtype= "atlas")
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static atlas(asset_id: String) : Num { Assets.get_handle(AssetType.atlas, asset_id) }
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#asset_type(arg = "asset_id", subtype= "audio")
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static audio(asset_id: String) : Num { Assets.get_handle(AssetType.audio, asset_id) }
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#asset_type(arg = "asset_id", subtype= "bus")
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static bus(asset_id: String) : Num { Assets.get_handle(AssetType.bus, asset_id) }
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#asset_type(arg = "asset_id", subtype= "clip")
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static clip(asset_id: String) : Num { Assets.get_handle(AssetType.clip, asset_id) }
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#asset_type(arg = "asset_id", subtype= "compute")
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static compute(asset_id: String) : Num { Assets.get_handle(AssetType.compute, asset_id) }
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#asset_type(arg = "asset_id", subtype= "face")
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static face(asset_id: String) : Num { Assets.get_handle(AssetType.face, asset_id) }
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#asset_type(arg = "asset_id", subtype= "font")
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static font(asset_id: String) : Num { Assets.get_handle(AssetType.font, asset_id) }
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#asset_type(arg = "asset_id", subtype= "prototype")
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static prototype(asset_id: String) : Num { Assets.get_handle(AssetType.prototype, asset_id) }
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#asset_type(arg = "asset_id", subtype= "scene")
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static scene(asset_id: String) : Num { Assets.get_handle(AssetType.scene, asset_id) }
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#asset_type(arg = "asset_id", subtype= "skeleton")
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static skeleton(asset_id: String) : Num { Assets.get_handle(AssetType.skeleton, asset_id) }
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#asset_type(arg = "asset_id", subtype= "stage")
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static stage(asset_id: String) : Num { Assets.get_handle(AssetType.stage, asset_id) }
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#asset_type(arg = "asset_id", subtype= "task")
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static task(asset_id: String) : Num { Assets.get_handle(AssetType.task, asset_id) }
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#asset_type(arg = "asset_id", subtype= "text_style")
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static text_style(asset_id: String) : Num { Assets.get_handle(AssetType.text_style, asset_id) }
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#asset_type(arg = "asset_id", subtype= "tiles")
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static tiles(asset_id: String) : Num { Assets.get_handle(AssetType.tiles, asset_id) }
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#asset_type(arg = "asset_id", subtype= "tiles_brush")
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static tiles_brush(asset_id: String) : Num { Assets.get_handle(AssetType.tiles_brush, asset_id) }
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#asset_type(arg = "asset_id", subtype= "tiles_visual")
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static tiles_visual(asset_id: String) : Num { Assets.get_handle(AssetType.tiles_visual, asset_id) }
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}
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