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

@@ -0,0 +1,46 @@
using Ghost.Entities;
using System.Reflection;
namespace Ghost.Editor.Utilities;
public static class TypeCache
{
private static readonly TypeInfo[] _types;
static TypeCache()
{
_types = AppDomain.CurrentDomain.GetAssemblies()
.SelectMany(assembly => assembly.DefinedTypes)
.ToArray();
}
public static Type[] GetTypes()
{
return _types;
}
}
public static class ComponentTypeCache
{
private static readonly Type?[][] _componentTypes;
static ComponentTypeCache()
{
_componentTypes = new Type[World.WorldCount][];
for (var i = 0; i < World.WorldCount; i++)
{
var world = World.GetWorld(i);
var typeHandles = world.ComponentStorage.ComponentPools.Keys;
_componentTypes[i] = typeHandles.Select(handle => Type.GetTypeFromHandle(RuntimeTypeHandle.FromIntPtr(handle))).ToArray();
}
}
public static Type?[] GetComponentTypes(int worldIndex)
{
if (worldIndex < 0 || worldIndex >= _componentTypes.Length)
{
throw new ArgumentOutOfRangeException(nameof(worldIndex), "Invalid world index.");
}
return _componentTypes[worldIndex];
}
}