forked from Misaki/GhostEngine
Refactor project structure and enhance functionality
Added `InternalsVisibleTo` attribute for "Ghost.Editor" in `AssemblyInfo.cs`. Added a binary file `Empty.zip` to the project. Added a new `ProjectMetadata` class in `ProjectMetadata.cs`. Added new states and interfaces for managing application states in `EditorState.cs`, `LandingState.cs`, and `IAppState.cs`. Added a notification service in `INotificationService.cs` and `StackedNotificationService.cs`. Added new XAML files for UI components, including `InspectorView.xaml` and `InternalControls.xaml`. Changed the `ProjectInfo` class in `ProjectInfo.cs` to include a `MetadataPath` property instead of `Path` and `EngineVersion`. Changed the `TemplateInfo` class in `TemplateInfo.cs` to use a struct instead of a class for `TemplateData`. Changed the `ProjectService` class to use the new `ProjectRepository` for managing project data. Removed several using directives and the entire `ProjectRepository` class from `ProjectRepository.cs`, replacing it with a new implementation. Removed old methods and properties in `EntityManager` and `World` classes to improve entity management and component handling. Updated the `Ghost.Data.csproj` file to include the new `Empty.zip` file as a content item. Updated the `ProjectRepository` class to manage project data using SQLite. Updated various XAML files to include new styles and controls, improving the overall UI design. Updated the `CreateProjectViewModel` to include a notification service and handle project creation logic. Updated the test project to include references to the new `Ghost.Graphics` project and modified test cases to align with the new structure.
This commit is contained in:
269
Ghost.Editor/Models/GameObject.cs
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269
Ghost.Editor/Models/GameObject.cs
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using CommunityToolkit.Mvvm.ComponentModel;
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using Ghost.Entities;
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using Ghost.Entities.Helpers;
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using System;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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namespace Ghost.Editor.Models;
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public partial class GameObject : ObservableObject
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{
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[ObservableProperty]
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public partial bool IsActive
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{
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get;
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set;
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}
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[ObservableProperty]
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public partial bool IsActiveHierarchy
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{
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get;
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set;
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}
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public Entity Entity
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{
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get;
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}
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public Scene Scene
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{
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get;
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internal set;
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}
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public GameObject? Parent
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{
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get;
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internal set;
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}
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public string Name
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{
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get;
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set;
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}
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[ObservableProperty]
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public partial ObservableCollection<IComponentData>? Components
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{
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get;
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private set;
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}
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[ObservableProperty]
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public partial IEnumerable<ScriptComponent>? ScriptComponents
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{
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get;
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private set;
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}
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[ObservableProperty]
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public partial ObservableCollection<GameObject>? Children
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{
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get;
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private set;
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}
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public GameObject(Scene scene, string name)
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{
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Entity = scene.World.EntityManager.CreateEntity();
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Scene = scene;
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Name = name;
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IsActive = true;
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}
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partial void OnIsActiveChanged(bool value)
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{
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IsActiveHierarchy = value && (Parent?.IsActiveHierarchy ?? true);
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HandleActiveStateChanged();
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if (Children != null)
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{
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foreach (var child in Children)
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{
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child.IsActiveHierarchy = value && IsActiveHierarchy;
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}
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}
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}
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partial void OnIsActiveHierarchyChanged(bool value)
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{
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HandleActiveStateChanged();
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}
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private void HandleActiveStateChanged()
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{
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if (IsActive && IsActiveHierarchy)
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{
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OnEnable();
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}
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else
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{
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OnDisable();
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}
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}
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internal void OnEnable()
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{
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if (ScriptComponents != null)
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{
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foreach (var script in ScriptComponents)
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{
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if (!script.Enable)
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{
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continue;
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}
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script.OnEnable();
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}
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}
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}
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internal void OnDisable()
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{
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if (ScriptComponents != null)
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{
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foreach (var script in ScriptComponents)
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{
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if (!script.Enable)
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{
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continue;
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}
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script.OnDisable();
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}
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}
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}
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public void AddChild(GameObject child)
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{
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if (child.Scene != Scene)
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{
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throw new InvalidOperationException("Child GameObject must belong to the same Scene.");
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}
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Children ??= new();
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Children.Add(child);
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child.Parent = this;
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}
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public bool RemoveChild(GameObject child)
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{
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if (Children is null)
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{
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return false;
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}
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if (!Children.Remove(child))
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{
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return false;
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}
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child.Parent = null;
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return true;
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}
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public void Destroy()
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{
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if (ScriptComponents != null)
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{
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foreach (var component in ScriptComponents)
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{
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if (!component.Enable)
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{
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continue;
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}
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component.OnDestroy();
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}
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}
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if (Children != null)
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{
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foreach (var child in Children)
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{
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child.Destroy();
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}
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Children.Clear();
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}
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Parent?.Children?.Remove(this);
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Entity.Destroy();
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}
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}
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public partial class GameObject
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{
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// TODO: Implement a more efficient synchronization mechanism for components
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internal void SyncComponents()
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{
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foreach (var (typeHandle, mask) in Scene.World.ComponentStorage.ComponentEntityMasks)
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{
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if (!mask.IsSet(Entity.ID))
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{
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continue;
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}
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var pool = Scene.World.ComponentStorage.ComponentPools[typeHandle];
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}
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}
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internal void SyncScripts()
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{
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var scriptsPool = Scene.World.ComponentStorage.ScriptComponentPool.ScriptComponents;
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if (scriptsPool == null)
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{
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return;
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}
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scriptsPool.TryGetValue(Entity, out var scripts);
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ScriptComponents = scripts;
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}
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public void AddComponent<T>(T component)
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where T : struct, IComponentData
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{
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Entity.AddComponent<T>(component);
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SyncComponents();
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}
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public bool RemoveComponent<T>()
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where T : struct, IComponentData
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{
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var result = Entity.RemoveComponent<T>();
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SyncComponents();
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return result;
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}
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public void AddScript<T>()
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where T : ScriptComponent, new()
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{
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Entity.AddScript<T>();
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SyncScripts();
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}
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public void AddScript(Type type)
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{
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Entity.AddScript(type);
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SyncScripts();
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}
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public bool RemoveScript<T>()
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where T : ScriptComponent
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{
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var result = Scene.World.EntityManager.RemoveScript<T>(Entity);
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SyncScripts();
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return result;
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}
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public bool RemoveScriptAt(int index)
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{
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var result = Scene.World.EntityManager.RemoveScriptAt(Entity, index);
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SyncScripts();
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return result;
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}
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}
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36
Ghost.Editor/Models/Scene.cs
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36
Ghost.Editor/Models/Scene.cs
Normal file
@@ -0,0 +1,36 @@
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using Ghost.Entities;
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using System.Collections.Generic;
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namespace Ghost.Editor.Models;
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public class Scene
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{
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private readonly HashSet<GameObject> _rootObjects = new();
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private readonly World _world = World.Create();
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public IEnumerable<GameObject> RootObjects => _rootObjects;
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public World World => _world;
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internal Scene()
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{
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}
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internal void Load()
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{
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foreach (var gameObject in _rootObjects)
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{
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gameObject.OnEnable();
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}
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}
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internal void Unload()
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{
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foreach (var gameObject in _rootObjects)
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{
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gameObject.OnDisable();
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gameObject.Destroy();
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}
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_rootObjects.Clear();
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}
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}
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