Add component editors and UI controls

Added the `HierarchyEditor` and `LocalToWorldEditor` classes to implement custom component editing functionality.
Added the `Vector3Field` control for 3D vector manipulation and its corresponding XAML definition.
Added the `ComponentDataView` and `ComponentObject` classes to manage component data display and access.
Added the `CustomEditorAttribute` to mark classes as custom editors for specific components.

Changed the `IInspectable` interface to use properties for `Icon`, `HeaderContent`, and `InspectorContent`.
Changed the `PropertyField` class to enhance UI control binding capabilities.
Changed the `EditorWorldManager` to improve world data loading and deserialization processes.
Changed the `EntityNode` and `WorldNode` classes to update entity construction and component querying.
Changed the `StaticResource` class to include new binding flags for component properties.
Changed the `InspectorService` to remove old contract references and adopt new interfaces.
Changed the `QueryEnumerable` and related files to update generic constraints for improved type safety.
Changed the `QueryItem` class to reflect new generic constraints and enhance deconstruction.
Changed the `World.Query` methods to utilize the updated generic constraints.

Updated the `SerializationTest` to align with new entity creation and management practices.
This commit is contained in:
2025-06-20 20:19:14 +09:00
parent fc44c73ca8
commit 1724072f7e
54 changed files with 1474 additions and 554 deletions

View File

@@ -1,10 +1,12 @@
using Ghost.Entities;
using Ghost.Engine.Editor;
using Ghost.Entities;
using Ghost.Entities.Components;
using System.Runtime.CompilerServices;
namespace Ghost.Engine.Components;
[SkipLocalsInit]
[HideEditor]
public struct Hierarchy : IComponentData
{
public Entity parent;

View File

@@ -15,7 +15,7 @@ public struct LocalToWorld : IComponentData
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get => new()
{
matrix = MatrixUtilities.CreateTRS(Vector3.Zero, Quaternion.Identity, Vector3.One)
matrix = MatrixUtility.CreateTRS(Vector3.Zero, Quaternion.Identity, Vector3.One)
};
}
}