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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@@ -1,4 +1,6 @@
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using Ghost.Entities.Query;
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using Ghost.Entities.Components;
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using Ghost.Entities.Query;
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using Ghost.Entities.Systems;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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@@ -7,11 +9,9 @@ namespace Ghost.Entities;
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// TODO: Archetype system for better performance
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public partial class World
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{
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private static List<World> s_worlds = new(2);
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private static List<World> s_worlds = new(4);
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private static Queue<WorldID> s_freeWorldSlots = new();
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private static int s_maxWorldCount = (int)MathF.Pow(2, Entity.WORLD_INDEX_BITS);
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public static int WorldCount => s_worlds.Count - s_freeWorldSlots.Count;
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public static World Create(int entityCapacity = 16)
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@@ -24,7 +24,7 @@ public partial class World
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}
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else
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{
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if (s_worlds.Count >= s_maxWorldCount)
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if (s_worlds.Count >= WorldID.MaxValue)
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{
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throw new InvalidOperationException("Maximum number of worlds reached");
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}
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