forked from Misaki/GhostEngine
Refactor project structure and improve performance
Changed the `ProjectRepository` class to be static for easier usage. Changed `ProjectService` constants to public properties for accessibility. Changed `App.xaml` to consolidate theme resources into `Override.xaml`. Changed `App.xaml.cs` to implement an `AppStateMachine` for better state management. Changed `ConsolePage` and `HierarchyPage` to utilize the new ViewModel structure. Changed `ProjectPage` to use the `ExplorerItem` model for asset display. Changed `Entity` and `EntityManager` to enhance component management with a new `IComponentData` interface. Changed the `Logger` class to introduce structured logging functionality. Changed the system architecture to support dependency management for better organization. Changed the `QueryEnumerable` class to allow for more flexible entity queries. Changed the `TypeHandle` class to improve efficiency in retrieving type handles. Changed the `World` class to support robust world management and multiple worlds. Updated the `Test` class to demonstrate the new entity and component management system.
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32
Ghost.Editor/Infrastructures/SceneGraph/SceneGraphNode.cs
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32
Ghost.Editor/Infrastructures/SceneGraph/SceneGraphNode.cs
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using CommunityToolkit.Mvvm.ComponentModel;
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using System.Collections.ObjectModel;
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namespace Ghost.Editor.Infrastructures.SceneGraph;
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public abstract partial class SceneGraphNode : ObservableObject
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{
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public enum NodeType
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{
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Scene,
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Entity,
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}
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public abstract NodeType Type
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{
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get;
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}
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[ObservableProperty]
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public partial string Name
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{
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get;
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set;
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}
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// Will the new collection allocated if ui bind to this property?
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private ObservableCollection<EntityNode>? _children;
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public ObservableCollection<EntityNode> Children
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{
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get => _children ??= new();
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}
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}
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