forked from Misaki/GhostEngine
Added `InternalsVisibleTo` attribute for "Ghost.Editor" in `AssemblyInfo.cs`. Added a binary file `Empty.zip` to the project. Added a new `ProjectMetadata` class in `ProjectMetadata.cs`. Added new states and interfaces for managing application states in `EditorState.cs`, `LandingState.cs`, and `IAppState.cs`. Added a notification service in `INotificationService.cs` and `StackedNotificationService.cs`. Added new XAML files for UI components, including `InspectorView.xaml` and `InternalControls.xaml`. Changed the `ProjectInfo` class in `ProjectInfo.cs` to include a `MetadataPath` property instead of `Path` and `EngineVersion`. Changed the `TemplateInfo` class in `TemplateInfo.cs` to use a struct instead of a class for `TemplateData`. Changed the `ProjectService` class to use the new `ProjectRepository` for managing project data. Removed several using directives and the entire `ProjectRepository` class from `ProjectRepository.cs`, replacing it with a new implementation. Removed old methods and properties in `EntityManager` and `World` classes to improve entity management and component handling. Updated the `Ghost.Data.csproj` file to include the new `Empty.zip` file as a content item. Updated the `ProjectRepository` class to manage project data using SQLite. Updated various XAML files to include new styles and controls, improving the overall UI design. Updated the `CreateProjectViewModel` to include a notification service and handle project creation logic. Updated the test project to include references to the new `Ghost.Graphics` project and modified test cases to align with the new structure.
48 lines
1.1 KiB
C#
48 lines
1.1 KiB
C#
namespace Ghost.Engine.Services;
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public enum SceneLoadMode
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{
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Single,
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Additive
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}
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public static class SceneManager
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{
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//private readonly static HashSet<Scene> _activeScenes = new();
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//internal static IEnumerable<GameObject> QueryRootGameObjects()
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//{
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// foreach (var scene in _activeScenes)
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// {
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// foreach (var gameObject in scene.RootObjects)
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// {
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// if (!gameObject.IsActive)
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// {
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// continue;
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// }
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// yield return gameObject;
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// }
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// }
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//}
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//public static void LoadScene(Scene scene, SceneLoadMode loadMode)
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//{
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// if (loadMode == SceneLoadMode.Single)
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// {
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// foreach (var activeScene in _activeScenes)
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// {
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// activeScene.Unload();
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// }
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// _activeScenes.Clear();
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// }
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// _activeScenes.Add(scene);
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// scene.Load();
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//}
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//public static Task LoadSceneAsync(Scene scene, SceneLoadMode loadMode)
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//{
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// return Task.Run(() => LoadScene(scene, loadMode));
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//}
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} |