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.
This commit is contained in:
2025-12-20 20:41:40 +09:00
parent 3118021272
commit 00b4e82ded
60 changed files with 1216 additions and 814 deletions

View File

@@ -15,15 +15,15 @@ public enum OpenWorldMode
public static class EditorWorldManager
{
// TODO: Use guid keys instead of string paths for better performance and uniqueness
private static readonly Dictionary<string, WorldNode> _loadedWorlds = new();
public static IEnumerable<WorldNode> LoadedWorlds => _loadedWorlds.Values;
private static readonly Dictionary<string, WorldNode> s_loadedWorlds = new();
public static IEnumerable<WorldNode> LoadedWorlds => s_loadedWorlds.Values;
public static event Action<WorldNode>? OnWorldLoaded;
public static event Action<WorldNode>? OnWorldUnloaded;
public static async Task LoadWorld(string worldPath)
{
if (_loadedWorlds.ContainsKey(worldPath)
if (s_loadedWorlds.ContainsKey(worldPath)
|| !File.Exists(worldPath)
|| Path.GetExtension(worldPath) != FileExtensions.SCENE_FILE_EXTENSION)
{
@@ -33,18 +33,18 @@ public static class EditorWorldManager
var progressService = EditorApplication.GetService<IProgressService>();
progressService.ShowIndeterminateProgress("Loading world...");
foreach (var world in _loadedWorlds)
foreach (var world in s_loadedWorlds)
{
world.Value.Unload();
OnWorldUnloaded?.Invoke(world.Value);
}
await using var readStream = new FileStream(worldPath, FileMode.Open, FileAccess.Read, FileShare.Read);
var deserializedScene = await JsonSerializer.DeserializeAsync<WorldNode>(readStream, Engine.Resources.StaticResource.defaultSerializerOptions) ?? throw new Exception("Deserialization failed.");
var deserializedScene = await JsonSerializer.DeserializeAsync<WorldNode>(readStream, Engine.Resources.EngineResource.defaultSerializerOptions) ?? throw new Exception("Deserialization failed.");
_loadedWorlds.Clear();
s_loadedWorlds.Clear();
_loadedWorlds[worldPath] = deserializedScene;
s_loadedWorlds[worldPath] = deserializedScene;
await deserializedScene.LoadAsync();
progressService.HideProgress();