MonoGame.Extended provideds a generic JSON importer as part of the MonoGame.Extended.Content.Pipeline.dll. Taking advantage of this and how it's setup for a generic type <T> can allow you to load content through the MGCB Editor that can be deserialized to any custom class type in you code.
| #!/bin/bash | |
| usage() | |
| { | |
| # Display Help | |
| echo "*********************************************************************************************************************************************************" | |
| echo " MacOS Application Notarization Script" | |
| echo "*********************************************************************************************************************************************************" | |
| echo |
| // ======================================================== // | |
| // USAGE: // | |
| // $ node fnt2xml.js 'path/to/font.fnt' // | |
| // Converts the specified file to a fnt xml // | |
| // // | |
| // $ node fnt2xml.js 'path/to/fonts/dir' // | |
| // Converts all the .fnt files to fnt xml // | |
| // ======================================================== // | |
| ;SMBDIS.ASM - A COMPREHENSIVE SUPER MARIO BROS. DISASSEMBLY | |
| ;by doppelganger (doppelheathen@gmail.com) | |
| ;This file is provided for your own use as-is. It will require the character rom data | |
| ;and an iNES file header to get it to work. | |
| ;There are so many people I have to thank for this, that taking all the credit for | |
| ;myself would be an unforgivable act of arrogance. Without their help this would | |
| ;probably not be possible. So I thank all the peeps in the nesdev scene whose insight into | |
| ;the 6502 and the NES helped me learn how it works (you guys know who you are, there's no |