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.
This commit is contained in:
2025-06-05 21:45:50 +09:00
parent 61bbb1bc68
commit bab3be2508
69 changed files with 2184 additions and 1582 deletions

View File

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using CommunityToolkit.Mvvm.ComponentModel;
using Ghost.Editor.Infrastructures.SceneGraph;
using Ghost.Entities;
using System.Collections.ObjectModel;
namespace Ghost.Editor.ViewModels.Pages.EngineEditor;
internal partial class HierarchyViewModel : ObservableObject
{
[ObservableProperty]
public partial ObservableCollection<SceneNode> SceneList
{
get;
private set;
} = new();
public HierarchyViewModel()
{
// Test only
var testWorld = World.Create();
var entity1 = SceneGraphHelpers.CreateEntityNode(testWorld, "entity 1");
var entity2 = SceneGraphHelpers.CreateEntityNode(testWorld, "entity 3");
var entity3 = SceneGraphHelpers.CreateEntityNode(testWorld, "entity 4");
var entity4 = SceneGraphHelpers.CreateEntityNode(testWorld, "entity 5");
var entity5 = SceneGraphHelpers.CreateEntityNode(testWorld, "entity 2");
var testScene = new SceneNode(testWorld, "Test Scene");
SceneGraphHelpers.AttachChild(testScene, entity1, entity2);
SceneGraphHelpers.AttachChild(testScene, entity1, entity3);
SceneGraphHelpers.AttachChild(testScene, entity2, entity4);
testScene.Children.Add(entity1);
testScene.Children.Add(entity5);
SceneList.Add(testScene);
}
}