forked from Misaki/GhostEngine
Enhance graphics engine and code organization
Added `InternalsVisibleTo` attribute for "Ghost.Graphics" and "Ghost.Editor" in `AssemblyInfo.cs`. Added a new `EngineAssemblyAttribute` in `EngineAssemblyAttribute.cs`. Added a reference to `Misaki.HighPerformance.Unsafe` in `Ghost.Core.csproj`. Added a new `Bounds` struct to represent axis-aligned bounding boxes in `Bounds.cs`. Added new `Color32` and `Color128` structs for color representation in `Color.cs`. Changed the namespace from `Ghost.Editor.Controls` to `Ghost.Editor.Core.Controls` in multiple files. Changed the implicit conversion operator in `ConstPtr<T>` to use a more descriptive parameter name in `ConstPtr.cs`. Changed the `Mesh` class to use `Color128` instead of `Color32` for color representation. Enhanced the `TypeCache` class to load types from assemblies marked with `EngineAssemblyAttribute`. Enhanced the `ProjectService` class to improve the `GetAllProjectAsync` method by filtering out bad projects. Enhanced the `GraphicsPipeline` class to support both DX12 and D3D12 graphics APIs. Enhanced the `Shader` class to include methods for compiling HLSL shaders and managing root signatures. Enhanced the `MeshRenderPass` class to utilize the new shader compilation methods. Refactored the `AppStateMachine` class to use private fields instead of static fields for state management. Refactored the `ComponentDataView` class to use the new namespace and improve organization. Refactored project references in `Ghost.Graphics.csproj` to include new dependencies and remove outdated ones. Made various adjustments to ensure consistency and improve code quality across multiple files.
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@@ -1,4 +1,5 @@
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using Ghost.Entities;
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using Ghost.Core.Attributes;
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using Ghost.Entities;
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using System.Reflection;
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namespace Ghost.Editor.Core.Utilities;
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@@ -9,9 +10,24 @@ public static class TypeCache
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static TypeCache()
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{
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_types = AppDomain.CurrentDomain.GetAssemblies()
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.SelectMany(assembly => assembly.DefinedTypes)
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.ToArray();
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var loadableTypes = new List<Type>();
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var assembliesToScan = AppDomain.CurrentDomain.GetAssemblies()
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.Where(a => a.GetCustomAttribute<EngineAssemblyAttribute>() != null);
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foreach (var assembly in assembliesToScan)
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{
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try
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{
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loadableTypes.AddRange(assembly.GetTypes());
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}
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catch (ReflectionTypeLoadException ex)
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{
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var types = ex.Types.Where(t => t != null);
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loadableTypes.AddRange(types!);
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}
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}
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_types = loadableTypes.Select(t => t.GetTypeInfo()).ToArray();
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}
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public static Type[] GetTypes()
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