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:
@@ -10,43 +10,43 @@ internal static class PlayerLoopService
|
||||
|
||||
public static void Start()
|
||||
{
|
||||
if (_isRunning)
|
||||
{
|
||||
return;
|
||||
}
|
||||
//if (_isRunning)
|
||||
//{
|
||||
// return;
|
||||
//}
|
||||
|
||||
foreach (var gameObject in SceneManager.QueryRootGameObjects())
|
||||
{
|
||||
gameObject.Start();
|
||||
}
|
||||
//foreach (var gameObject in SceneManager.QueryRootGameObjects())
|
||||
//{
|
||||
// gameObject.Start();
|
||||
//}
|
||||
|
||||
_timer ??= new Timer(FixedUpdate, null, 0, (int)(fixedDeltaTime * 1000));
|
||||
//_timer ??= new Timer(FixedUpdate, null, 0, (int)(fixedDeltaTime * 1000));
|
||||
|
||||
while (_isRunning)
|
||||
{
|
||||
Update();
|
||||
}
|
||||
//while (_isRunning)
|
||||
//{
|
||||
// Update();
|
||||
//}
|
||||
}
|
||||
|
||||
private static void Update()
|
||||
{
|
||||
foreach (var gameObject in SceneManager.QueryRootGameObjects())
|
||||
{
|
||||
gameObject.Update();
|
||||
}
|
||||
//foreach (var gameObject in SceneManager.QueryRootGameObjects())
|
||||
//{
|
||||
// gameObject.Update();
|
||||
//}
|
||||
|
||||
foreach (var gameObject in SceneManager.QueryRootGameObjects())
|
||||
{
|
||||
gameObject.LateUpdate();
|
||||
}
|
||||
//foreach (var gameObject in SceneManager.QueryRootGameObjects())
|
||||
//{
|
||||
// gameObject.LateUpdate();
|
||||
//}
|
||||
}
|
||||
|
||||
private static void FixedUpdate(object? state)
|
||||
{
|
||||
foreach (var gameObject in SceneManager.QueryRootGameObjects())
|
||||
{
|
||||
gameObject.FixedUpdate();
|
||||
}
|
||||
//foreach (var gameObject in SceneManager.QueryRootGameObjects())
|
||||
//{
|
||||
// gameObject.FixedUpdate();
|
||||
//}
|
||||
}
|
||||
|
||||
public static void Stop()
|
||||
|
||||
@@ -1,6 +1,4 @@
|
||||
using Ghost.Engine.Models;
|
||||
|
||||
namespace Ghost.Engine.Services;
|
||||
namespace Ghost.Engine.Services;
|
||||
|
||||
public enum SceneLoadMode
|
||||
{
|
||||
@@ -10,41 +8,41 @@ public enum SceneLoadMode
|
||||
|
||||
public static class SceneManager
|
||||
{
|
||||
private readonly static HashSet<Scene> _activeScenes = new();
|
||||
//private readonly static HashSet<Scene> _activeScenes = new();
|
||||
|
||||
internal static IEnumerable<GameObject> QueryRootGameObjects()
|
||||
{
|
||||
foreach (var scene in _activeScenes)
|
||||
{
|
||||
foreach (var gameObject in scene.RootObjects)
|
||||
{
|
||||
if (!gameObject.IsActive)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
//internal static IEnumerable<GameObject> QueryRootGameObjects()
|
||||
//{
|
||||
// foreach (var scene in _activeScenes)
|
||||
// {
|
||||
// foreach (var gameObject in scene.RootObjects)
|
||||
// {
|
||||
// if (!gameObject.IsActive)
|
||||
// {
|
||||
// continue;
|
||||
// }
|
||||
|
||||
yield return gameObject;
|
||||
}
|
||||
}
|
||||
}
|
||||
// yield return gameObject;
|
||||
// }
|
||||
// }
|
||||
//}
|
||||
|
||||
public static void LoadScene(Scene scene, SceneLoadMode loadMode)
|
||||
{
|
||||
if (loadMode == SceneLoadMode.Single)
|
||||
{
|
||||
foreach (var activeScene in _activeScenes)
|
||||
{
|
||||
activeScene.Unload();
|
||||
}
|
||||
_activeScenes.Clear();
|
||||
}
|
||||
//public static void LoadScene(Scene scene, SceneLoadMode loadMode)
|
||||
//{
|
||||
// if (loadMode == SceneLoadMode.Single)
|
||||
// {
|
||||
// foreach (var activeScene in _activeScenes)
|
||||
// {
|
||||
// activeScene.Unload();
|
||||
// }
|
||||
// _activeScenes.Clear();
|
||||
// }
|
||||
|
||||
_activeScenes.Add(scene);
|
||||
scene.Load();
|
||||
}
|
||||
// _activeScenes.Add(scene);
|
||||
// scene.Load();
|
||||
//}
|
||||
|
||||
public static Task LoadSceneAsync(Scene scene, SceneLoadMode loadMode)
|
||||
{
|
||||
return Task.Run(() => LoadScene(scene, loadMode));
|
||||
}
|
||||
//public static Task LoadSceneAsync(Scene scene, SceneLoadMode loadMode)
|
||||
//{
|
||||
// return Task.Run(() => LoadScene(scene, loadMode));
|
||||
//}
|
||||
}
|
||||
Reference in New Issue
Block a user