Refactor project structure and enhance functionality

Changed the project namespace from `Ghost.Editor` to `Ghost.App` across multiple files.
Changed the `InternalsVisibleTo` attribute in `AssemblyInfo.cs` to include `Ghost.App`.
Changed the `ProjectRepository` class to add new asynchronous methods for retrieving projects by ID, name, and metadata path.
Changed the `ProjectService` class to utilize the new asynchronous project loading methods.
Changed the `SceneGraph` classes to improve node management and serialization.
Changed the `EntityManager` class to enhance entity management with new component handling methods.
Added new test classes, `EntityTest` and `SerializationTest`, to ensure reliability in entity and serialization systems.
Added the `Ghost.App` project file to establish a modular project structure.
Added the `Ghost.Generator` project for automated component serialization code generation.
Updated UI components to reflect the new namespace for proper functionality.
This commit is contained in:
2025-06-07 20:54:07 +09:00
parent bab3be2508
commit 40d333b004
123 changed files with 1441 additions and 740 deletions

View File

@@ -1,57 +0,0 @@
using Ghost.Editor.Infrastructures.SceneGraph;
using Ghost.Editor.ViewModels.Pages.EngineEditor;
using Microsoft.UI.Xaml;
using Microsoft.UI.Xaml.Controls;
// To learn more about WinUI, the WinUI project structure,
// and more about our project templates, see: http://aka.ms/winui-project-info.
namespace Ghost.Editor.View.Pages.EngineEditor;
/// <summary>
/// An empty page that can be used on its own or navigated to within a Frame.
/// </summary>
internal sealed partial class HierarchyPage : Page
{
public HierarchyViewModel ViewModel
{
get;
}
public HierarchyPage()
{
ViewModel = App.GetService<HierarchyViewModel>();
InitializeComponent();
}
}
internal partial class HierarchyTemplateSector : DataTemplateSelector
{
public DataTemplate? SceneTemplate
{
get;
set;
}
public DataTemplate? EntityTemplate
{
get;
set;
}
protected override DataTemplate SelectTemplateCore(object item)
{
if (SceneTemplate == null || EntityTemplate == null)
{
return base.SelectTemplateCore(item);
}
var node = (SceneGraphNode)item;
return node.Type switch
{
SceneGraphNode.NodeType.Scene => SceneTemplate,
SceneGraphNode.NodeType.Entity => EntityTemplate,
_ => base.SelectTemplateCore(item)
};
}
}