forked from Misaki/GhostEngine
Added the `HierarchyEditor` and `LocalToWorldEditor` classes to implement custom component editing functionality. Added the `Vector3Field` control for 3D vector manipulation and its corresponding XAML definition. Added the `ComponentDataView` and `ComponentObject` classes to manage component data display and access. Added the `CustomEditorAttribute` to mark classes as custom editors for specific components. Changed the `IInspectable` interface to use properties for `Icon`, `HeaderContent`, and `InspectorContent`. Changed the `PropertyField` class to enhance UI control binding capabilities. Changed the `EditorWorldManager` to improve world data loading and deserialization processes. Changed the `EntityNode` and `WorldNode` classes to update entity construction and component querying. Changed the `StaticResource` class to include new binding flags for component properties. Changed the `InspectorService` to remove old contract references and adopt new interfaces. Changed the `QueryEnumerable` and related files to update generic constraints for improved type safety. Changed the `QueryItem` class to reflect new generic constraints and enhance deconstruction. Changed the `World.Query` methods to utilize the updated generic constraints. Updated the `SerializationTest` to align with new entity creation and management practices.
51 lines
1.8 KiB
C#
51 lines
1.8 KiB
C#
using Ghost.Editor.Core.SceneGraph;
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using Ghost.Entities;
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using Ghost.UnitTest.TestFramework;
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using System.Text.Json;
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namespace Ghost.UnitTest.Test;
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internal class SerializationTest : ITest
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{
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private const string _TEST_FILE_PATH = "C:/Users/Misaki/Downloads/testScene.ghostscene";
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public void Run()
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{
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var testWorld = World.Create();
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var testScene = new WorldNode(testWorld, "Test Scene");
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var entity1 = SceneGraphHelpers.CreateEntityNode(testScene, "entity 1");
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var entity2 = SceneGraphHelpers.CreateEntityNode(testScene, "entity 2");
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var entity3 = SceneGraphHelpers.CreateEntityNode(testScene, "entity 3");
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var entity4 = SceneGraphHelpers.CreateEntityNode(testScene, "entity 4");
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var entity5 = SceneGraphHelpers.CreateEntityNode(testScene, "entity 5");
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testWorld.SystemStorage.AddSystem<TestSystem>();
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SceneGraphHelpers.AttachChild(testScene, entity1, entity2);
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SceneGraphHelpers.AttachChild(testScene, entity1, entity3);
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SceneGraphHelpers.AttachChild(testScene, entity2, entity4);
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testScene.AddChild(entity1);
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testScene.AddChild(entity5);
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var createStream = new FileStream(_TEST_FILE_PATH, FileMode.Create, FileAccess.Write, FileShare.None);
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var options = new JsonSerializerOptions
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{
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WriteIndented = true,
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IncludeFields = true,
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IgnoreReadOnlyProperties = true,
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};
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JsonSerializer.Serialize(createStream, testScene, options);
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createStream.Dispose();
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testWorld.Dispose();
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var readStream = new FileStream(_TEST_FILE_PATH, FileMode.Open, FileAccess.Read, FileShare.Read);
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var deserializedScene = JsonSerializer.Deserialize<WorldNode>(readStream, options) ?? throw new Exception("Deserialization failed.");
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deserializedScene.LoadAsync();
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}
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} |