forked from Misaki/GhostEngine
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.
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@@ -5,13 +5,15 @@
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<#@ import namespace="System.Text" #>
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<#@ include file="Helpers.ttinclude" #>
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using Ghost.Entities.Components;
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namespace Ghost.Entities;
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public partial class World
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{
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<# for (var index = 1; index <= Amount; index++) {
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var generics = AppendGenerics(index);
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var restrictions = AppendGenericRestrictions(index, "struct, IComponentData");
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var restrictions = AppendGenericRestrictions(index, "unmanaged, IComponentData");
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var tryGetPools = TryGetComponentPools(index);
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var poolParams = Enumerable.Range(0, index)
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.Select(i => $"pool{i}")
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