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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@@ -24,11 +24,11 @@ internal struct QueryFilter()
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internal List<nint> _absent = new(6);
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internal List<nint> _disabled = new(6);
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public readonly void ComputeFilterBitMask(World world, ref BitSet result)
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public readonly void ComputeFilterBitMask(World world, BitSet result)
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{
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BitSet allMask = default;
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BitSet anyMask = default;
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BitSet absentMask = default;
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BitSet allMask = new();
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BitSet anyMask = new();
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BitSet absentMask = new();
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var hasAll = false;
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var hasAny = false;
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@@ -77,7 +77,6 @@ internal struct QueryFilter()
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absentMask |= mask;
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}
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result = new BitSet(world.EntityManager.EntityCount);
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result.SetAll();
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if (hasAll)
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