Files
GhostEngine/Ghost.Entities/Signature.cs
Misaki 7cd881b7d4 Refactor project management and enhance architecture
Added a new static class `AssetsPath` for asset management.
Added a new icon file (`icon-256.ico`) for UI representation.
Added new package references to enhance functionality.
Added internals visibility attributes for better testing.
Added a new `EngineEditorViewModel` class for MVVM support.
Added a new `GameObject` class for component management.
Added a new `BitSet` class for efficient bit manipulation.
Added various utility classes to support the new entity system.

Changed the `ID` property in `ProjectInfo` to internal.
Changed the `AddProjectAsync` method to return the created `ProjectInfo`.
Changed the connection string retrieval method to use the new `Command` constant.
Changed the `DataPath` class to use `readonly` fields for folder paths.
Changed the `ActivationHandler` class to use new `DataPath` constants.
Changed the `OpenProjectPage` layout and interaction for better UI.

Updated the target framework to a newer version for compatibility.
Updated the `ProjectService` to use new constants from `DataPath`.
Updated the `World` class to improve entity management.

Refactored the `ProjectRepository` class to encapsulate SQL commands.
Refactored the `Transform` class to use properties for better encapsulation.
2025-04-05 16:07:53 +09:00

39 lines
877 B
C#

using Misaki.HighPerformance.Unsafe.Collections;
using Misaki.HighPerformance.Unsafe.Helpers;
namespace Ghost.Entities;
internal struct Signature : IDisposable
{
internal UnsafeArray<ComponentData> _componentDatas;
private int _hashCode;
public Signature(params Span<ComponentData> components)
{
_componentDatas = new UnsafeArray<ComponentData>(components.Length, Allocator.Persistent);
_componentDatas.CopyFrom(components);
_hashCode = -1;
_hashCode = GetHashCode();
}
public override int GetHashCode()
{
if (_hashCode != -1)
{
return _hashCode;
}
unchecked
{
_hashCode = Component.GetHashCode(_componentDatas.AsSpan());
return _hashCode;
}
}
public void Dispose()
{
_componentDatas.Dispose();
}
}