Refactor project structure and enhance functionality
Changed the project namespace from `Ghost.Editor` to `Ghost.App` across multiple files. Changed the `InternalsVisibleTo` attribute in `AssemblyInfo.cs` to include `Ghost.App`. Changed the `ProjectRepository` class to add new asynchronous methods for retrieving projects by ID, name, and metadata path. Changed the `ProjectService` class to utilize the new asynchronous project loading methods. Changed the `SceneGraph` classes to improve node management and serialization. Changed the `EntityManager` class to enhance entity management with new component handling methods. Added new test classes, `EntityTest` and `SerializationTest`, to ensure reliability in entity and serialization systems. Added the `Ghost.App` project file to establish a modular project structure. Added the `Ghost.Generator` project for automated component serialization code generation. Updated UI components to reflect the new namespace for proper functionality.
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@@ -1,57 +0,0 @@
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using Ghost.Editor.Infrastructures.SceneGraph;
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using Ghost.Editor.ViewModels.Pages.EngineEditor;
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using Microsoft.UI.Xaml;
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using Microsoft.UI.Xaml.Controls;
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// To learn more about WinUI, the WinUI project structure,
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// and more about our project templates, see: http://aka.ms/winui-project-info.
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namespace Ghost.Editor.View.Pages.EngineEditor;
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/// <summary>
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/// An empty page that can be used on its own or navigated to within a Frame.
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/// </summary>
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internal sealed partial class HierarchyPage : Page
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{
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public HierarchyViewModel ViewModel
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{
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get;
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}
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public HierarchyPage()
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{
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ViewModel = App.GetService<HierarchyViewModel>();
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InitializeComponent();
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}
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}
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internal partial class HierarchyTemplateSector : DataTemplateSelector
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{
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public DataTemplate? SceneTemplate
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{
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get;
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set;
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}
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public DataTemplate? EntityTemplate
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{
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get;
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set;
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}
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protected override DataTemplate SelectTemplateCore(object item)
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{
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if (SceneTemplate == null || EntityTemplate == null)
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{
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return base.SelectTemplateCore(item);
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}
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var node = (SceneGraphNode)item;
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return node.Type switch
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{
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SceneGraphNode.NodeType.Scene => SceneTemplate,
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SceneGraphNode.NodeType.Entity => EntityTemplate,
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_ => base.SelectTemplateCore(item)
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};
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}
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}
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