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

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