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

@@ -0,0 +1,48 @@
<#@ template language="C#" #>
<#@ output extension=".cs" #>
<#@ import namespace="System.Text" #>
<#@ include file="Helpers.ttinclude" #>
namespace Ghost.Entities;
public partial struct World
{
<#
for (var index = 1; index <= Amount; index++)
{
var generics = AppendGenerics(index);
var restrictions = AppendGenericRestrictions(index, "struct, IComponent");
var getPools = TryGetComponentPools(index);
var hasEntity = HasEntity(index);
#>
public readonly void Query<<#= generics #>>(QueryRefComponent<<#= generics #>> callback)
<#= restrictions.ToString() #>
{
if (!(<#=getPools.ToString()#>))
{
return;
}
for (var i = 0; i < pool0.Count; i++)
{
var entity = _entities[i];
<#
if (index > 1)
{
#>
if (!(<#=hasEntity.ToString()#>))
{
continue;
}
<#
}
#>
callback(entity, <#= GetComponentRef(index).ToString() #>);
}
}
<#
}
#>
}