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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<#@ import namespace="System.Text" #>
<#@ import namespace="System.Collections.Generic" #>
<#+
public int Amount = 25;
public string Indent(StringBuilder sb, int spaces)
{
var indent = new string(' ', spaces);
return sb.ToString().Replace("\n", "\n" + indent);
}
string AppendGenerics(int amount)
{
var sb = new StringBuilder();
for (var i = 0; i < amount; i++)
{
if (i > 0) sb.Append(", ");
sb.Append($"T{i}");
}
return sb.ToString();
}
public StringBuilder AppendGenericRefParameters(int amount)
{
var sb = new StringBuilder();
for (var localIndex = 0; localIndex < amount; localIndex++)
{
sb.Append($"ref T{localIndex} t{localIndex}Component,");
}
sb.Length--;
return sb;
}
public StringBuilder AppendRefParameters(int amount)
{
var sb = new StringBuilder();
for (var localIndex = 0; localIndex < amount; localIndex++)
{
sb.Append($"ref component{localIndex},");
}
sb.Length--;
return sb;
}
public StringBuilder AppendGenericRestrictions(int amount, string template)
{
var sb = new StringBuilder();
for (var localIndex = 0; localIndex < amount; localIndex++)
{
sb.Append($"where T{localIndex} : {template}");
if (localIndex < amount - 1)
{
sb.Append(' ');
}
}
return sb;
}
public StringBuilder TryGetComponentPools(int amount)
{
var sb = new StringBuilder();
for (var localIndex = 0; localIndex < amount; localIndex++)
{
sb.Append($"TryGetPool<T{localIndex}>(out var pool{localIndex})");
if (localIndex < amount - 1)
{
sb.Append(" && ");
}
}
return sb;
}
public StringBuilder HasEntity(int amount)
{
var sb = new StringBuilder();
for (var localIndex = 1; localIndex < amount; localIndex++)
{
sb.Append($"pool{localIndex}.Has(entity)");
if (localIndex < amount - 1)
{
sb.Append(" && ");
}
}
return sb;
}
public StringBuilder GetComponent(int amount)
{
var sb = new StringBuilder();
for (var localIndex = 0; localIndex < amount; localIndex++)
{
sb.Append($"pool{localIndex}.GetRef(entity)");
if (localIndex < amount - 1)
{
sb.Append(", ");
}
}
return sb;
}
public StringBuilder GetComponentRef(int amount)
{
var sb = new StringBuilder();
for (var localIndex = 0; localIndex < amount; localIndex++)
{
sb.Append($"ref pool{localIndex}.GetRef(entity)");
if (localIndex < amount - 1)
{
sb.Append(", ");
}
}
return sb;
}
#>