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.
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@@ -12,14 +12,14 @@ internal class SerializationTest : ITest
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public void Run()
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{
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var testWorld = World.Create();
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var entity1 = SceneGraphHelpers.CreateEntityNode(testWorld, "entity 1");
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var entity2 = SceneGraphHelpers.CreateEntityNode(testWorld, "entity 2");
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var entity3 = SceneGraphHelpers.CreateEntityNode(testWorld, "entity 3");
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var entity4 = SceneGraphHelpers.CreateEntityNode(testWorld, "entity 4");
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var entity5 = SceneGraphHelpers.CreateEntityNode(testWorld, "entity 5");
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var testScene = new WorldNode(testWorld, "Test Scene");
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var entity1 = SceneGraphHelpers.CreateEntityNode(testScene, "entity 1");
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var entity2 = SceneGraphHelpers.CreateEntityNode(testScene, "entity 2");
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var entity3 = SceneGraphHelpers.CreateEntityNode(testScene, "entity 3");
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var entity4 = SceneGraphHelpers.CreateEntityNode(testScene, "entity 4");
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var entity5 = SceneGraphHelpers.CreateEntityNode(testScene, "entity 5");
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testWorld.SystemStorage.AddSystem<TestSystem>();
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SceneGraphHelpers.AttachChild(testScene, entity1, entity2);
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