Files
GhostEngine/Ghost.Entities/ScriptComponent.cs
Misaki 61bbb1bc68 Refactor project structure and enhance functionality
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.
2025-05-31 01:45:34 +09:00

96 lines
2.0 KiB
C#

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