forked from Misaki/GhostEngine
Refactor entity-component system and related classes
Changed the `Component` class to an interface `IComponentData` to support a data-oriented design. Changed the `Transform` class from a class to a struct, implementing `IComponentData` and updating properties. Changed the `GameObject` class to use a dictionary for components and added properties for state management. Changed the `PlayerLoopService` class to `GameLoopService` and updated methods to integrate with the new `SceneManager`. Changed the `World` class to manage multiple worlds and enhance entity management with new querying methods. Added the `Scene` class to manage root game objects and their lifecycle. Added new utility classes like `ComponentMask`, `Box<T>`, and `TypeHandle<T>` for better component management. Added the `ScriptComponent` class to allow for modular scriptable components attached to entities. Added the `QueryEnumerable` class to facilitate flexible querying of entities with specific components. Updated the `Test` class in `Program.cs` to demonstrate the new entity and component management system. Updated project files to include new references and settings supporting the changes made in the codebase.
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@@ -2,7 +2,29 @@
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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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public IEnumerable<GameObject> RootObjects => _rootObjects;
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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.Start();
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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.Destroy();
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}
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_rootObjects.Clear();
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}
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}
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