ECS refactor: new ComponentSet, serialization, generators
Major ECS API overhaul: added ComponentSet, refactored ComponentRegistry, and updated all entity/component creation methods. Introduced robust custom serialization infrastructure and per-component source generators for registration and (de)serialization. Updated editor, engine, and test code to use new APIs. Improved code quality, naming, and performance throughout. Removed obsolete code and updated dependencies.
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@@ -15,15 +15,15 @@ public enum OpenWorldMode
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public static class EditorWorldManager
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{
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// TODO: Use guid keys instead of string paths for better performance and uniqueness
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private static readonly Dictionary<string, WorldNode> _loadedWorlds = new();
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public static IEnumerable<WorldNode> LoadedWorlds => _loadedWorlds.Values;
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private static readonly Dictionary<string, WorldNode> s_loadedWorlds = new();
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public static IEnumerable<WorldNode> LoadedWorlds => s_loadedWorlds.Values;
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public static event Action<WorldNode>? OnWorldLoaded;
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public static event Action<WorldNode>? OnWorldUnloaded;
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public static async Task LoadWorld(string worldPath)
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{
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if (_loadedWorlds.ContainsKey(worldPath)
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if (s_loadedWorlds.ContainsKey(worldPath)
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|| !File.Exists(worldPath)
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|| Path.GetExtension(worldPath) != FileExtensions.SCENE_FILE_EXTENSION)
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{
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@@ -33,18 +33,18 @@ public static class EditorWorldManager
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var progressService = EditorApplication.GetService<IProgressService>();
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progressService.ShowIndeterminateProgress("Loading world...");
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foreach (var world in _loadedWorlds)
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foreach (var world in s_loadedWorlds)
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{
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world.Value.Unload();
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OnWorldUnloaded?.Invoke(world.Value);
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}
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await using var readStream = new FileStream(worldPath, FileMode.Open, FileAccess.Read, FileShare.Read);
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var deserializedScene = await JsonSerializer.DeserializeAsync<WorldNode>(readStream, Engine.Resources.StaticResource.defaultSerializerOptions) ?? throw new Exception("Deserialization failed.");
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var deserializedScene = await JsonSerializer.DeserializeAsync<WorldNode>(readStream, Engine.Resources.EngineResource.defaultSerializerOptions) ?? throw new Exception("Deserialization failed.");
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_loadedWorlds.Clear();
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s_loadedWorlds.Clear();
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_loadedWorlds[worldPath] = deserializedScene;
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s_loadedWorlds[worldPath] = deserializedScene;
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await deserializedScene.LoadAsync();
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progressService.HideProgress();
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