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

@@ -1,37 +0,0 @@
using Ghost.Data.Resources;
using Ghost.Editor.ViewModels.Windows;
using Ghost.Engine.Resources;
using WinUIEx;
// 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.Windows;
/// <summary>
/// An empty window that can be used on its own or navigated to within a Frame.
/// </summary>
internal sealed partial class EngineEditorWindow : WindowEx
{
public EngineEditorViewModel ViewModel
{
get;
}
public EngineEditorWindow()
{
ViewModel = App.GetService<EngineEditorViewModel>();
AppWindow.SetIcon(AssetsPath.s_appIconPath);
Title = EngineData.ENGINE_NAME;
ExtendsContentIntoTitleBar = true;
InitializeComponent();
this.CenterOnScreen();
}
private void WindowEx_Activated(object sender, Microsoft.UI.Xaml.WindowActivatedEventArgs args)
{
Bindings.Update();
}
}