forked from Misaki/GhostEngine
Update asset database
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@@ -63,7 +63,7 @@ When loading a scene, we need to reconstruct the entities and their relationship
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### Data format
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The scene data should be stored in a structured format (e.g., JSON or binary) that includes:
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The scene data should be stored in a structured format (JSON and binary) that includes:
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- List of entities with their components and properties (Entities must in the order that file local id directly maps to the index in the list)
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- References between entities using file local IDs
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@@ -75,7 +75,7 @@ Binary format should be used in the runtime for better performance. The runtime
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Currently we strict the IComponent to must be unmanaged and blittable types.
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However, we also support ManagedEntity and ManagedEntityRef with ScriptComponent to allow OOP like logic for common gameplay logic that DOD pattern is not suitable for.
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Serializing/deserializing with those components will be tricky. We can use MemoryPack for binary serialization/deserialization because it supports both unmanaged and managed types.
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Serializing/deserializing with those components will be tricky. We can use MemoryPack (already installed) for binary serialization/deserialization because it supports both unmanaged and managed types.
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## What need to implement
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@@ -1,5 +1,14 @@
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using Ghost.Editor.Core.Inspector;
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using Microsoft.UI.Xaml;
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using Microsoft.UI.Xaml.Controls;
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namespace Ghost.Editor.Core.SceneGraph;
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public sealed partial class SceneNode : SceneGraphNode
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public sealed partial class SceneNode : SceneGraphNode, IInspectable
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{
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public IconSource? Icon => throw new NotImplementedException();
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public UIElement? HeaderContent => throw new NotImplementedException();
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public UIElement? InspectorContent => throw new NotImplementedException();
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}
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