Add component editors and UI controls

Added the `HierarchyEditor` and `LocalToWorldEditor` classes to implement custom component editing functionality.
Added the `Vector3Field` control for 3D vector manipulation and its corresponding XAML definition.
Added the `ComponentDataView` and `ComponentObject` classes to manage component data display and access.
Added the `CustomEditorAttribute` to mark classes as custom editors for specific components.

Changed the `IInspectable` interface to use properties for `Icon`, `HeaderContent`, and `InspectorContent`.
Changed the `PropertyField` class to enhance UI control binding capabilities.
Changed the `EditorWorldManager` to improve world data loading and deserialization processes.
Changed the `EntityNode` and `WorldNode` classes to update entity construction and component querying.
Changed the `StaticResource` class to include new binding flags for component properties.
Changed the `InspectorService` to remove old contract references and adopt new interfaces.
Changed the `QueryEnumerable` and related files to update generic constraints for improved type safety.
Changed the `QueryItem` class to reflect new generic constraints and enhance deconstruction.
Changed the `World.Query` methods to utilize the updated generic constraints.

Updated the `SerializationTest` to align with new entity creation and management practices.
This commit is contained in:
2025-06-20 20:19:14 +09:00
parent fc44c73ca8
commit 1724072f7e
54 changed files with 1474 additions and 554 deletions

View File

@@ -1,6 +1,5 @@
using Ghost.Editor.Resources;
using Ghost.Editor.Services.Contracts;
using Ghost.Engine.Resources;
using System.Text.Json;
namespace Ghost.Editor.Core.SceneGraph;
@@ -40,7 +39,7 @@ public static class EditorWorldManager
}
await using var readStream = new FileStream(worldPath, FileMode.Open, FileAccess.Read, FileShare.Read);
var deserializedScene = await JsonSerializer.DeserializeAsync<WorldNode>(readStream, StaticResource.defaultSerializerOptions) ?? throw new Exception("Deserialization failed.");
var deserializedScene = await JsonSerializer.DeserializeAsync<WorldNode>(readStream, Engine.Resources.StaticResource.defaultSerializerOptions) ?? throw new Exception("Deserialization failed.");
_loadedWorlds.Clear();