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.
96 lines
2.0 KiB
C#
96 lines
2.0 KiB
C#
namespace Ghost.Entities;
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public abstract class ScriptComponent : IComponentData
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{
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private bool _enable = true;
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/// <summary>
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/// Gets or sets a value indicating whether this script component is enabled.
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/// </summary>
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public bool Enable
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{
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get => _enable;
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set
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{
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if (_enable == value)
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{
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return;
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}
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_enable = value;
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if (_enable)
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{
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OnEnable();
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}
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else
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{
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OnDisable();
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}
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}
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}
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/// <summary>
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/// Gets the entity that owns this script component.
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/// </summary>
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public Entity Owner
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{
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get;
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internal set;
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}
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/// <summary>
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/// Gets or sets the priority of the script component.
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/// Change this during runtime does not affect the execution order.
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/// </summary>
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public virtual int ExecutionOrder => 0;
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/// <summary>
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/// Called when the script component is enabled.
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/// </summary>
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public virtual void OnEnable()
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{
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}
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/// <summary>
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/// Called when the script component is disabled.
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/// </summary>
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public virtual void OnDisable()
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{
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}
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/// <summary>
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/// Called when the script component is started.
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/// </summary>
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public virtual void Start()
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{
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}
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/// <summary>
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/// Called every frame.
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/// </summary>
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public virtual void Update()
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{
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}
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/// <summary>
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/// Called every frame after all Update methods have been called.
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/// </summary>
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public virtual void LateUpdate()
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{
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}
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/// <summary>
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/// Called at a fixed interval.
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/// This method is called at a fixed time step, independent of the frame rate.
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/// </summary>
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public virtual void FixedUpdate()
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{
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}
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/// <summary>
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/// Called when the script component is destroyed.
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/// </summary>
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public virtual void OnDestroy()
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{
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}
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} |