Implement core entity management features

Added `Archetype` struct with chunk management and disposal.
Added `BitSet` class for managing collections of bits.
Added `Class1.cs` as a placeholder for graphics functionality.
Added `ComponentData` struct and `ComponentPool` class for component management.
Added `ComponentRegistry` for efficient component registration.
Added `EntityChangeQueue` as a placeholder for future changes.
Added `Helpers.ttinclude` and `QueryRefComponent.tt` for code generation.
Added `Signature` struct for managing component signatures.
Added `World` struct to manage the game world and entities.
Added `QueryRefComponent` delegates for querying entities.

Changed `Archetype.cs` to implement `IDisposable`.
Changed `AssemblyInfo.cs` to update global using directives.
Changed `Chunk.cs` to introduce `ChunkCollection` for chunk management.
Changed `Component.cs` to refine component management methods.
Changed `Entity.cs` to improve properties and methods.
Changed `Ghost.Entities.csproj` to update project properties.
Changed `Program.cs` to demonstrate entity creation and querying.
Changed `World.Query.cs` to facilitate querying with components.
This commit is contained in:
2025-05-21 11:46:48 +09:00
parent 56a21bab2b
commit 0cf3104a6a
30 changed files with 1702 additions and 240 deletions

View File

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using Misaki.HighPerformance.Unsafe.Collections;
using Misaki.HighPerformance.Unsafe.Helpers;
namespace Ghost.Entities;
internal struct Signature : IDisposable, IEquatable<Signature>
{
public 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 bool Equals(Signature other)
{
return GetHashCode() == other.GetHashCode();
}
public override bool Equals(object? obj)
{
if (obj is Signature other)
{
return Equals(other);
}
return false;
}
public override int GetHashCode()
{
if (_hashCode != -1)
{
return _hashCode;
}
unchecked
{
_hashCode = Component.GetHashCode(componentDatas.AsSpan());
return _hashCode;
}
}
public void Dispose()
{
componentDatas.Dispose();
}
}