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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@@ -1,17 +1,17 @@
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace Ghost.Entities.Systems;
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[SkipLocalsInit]
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public struct SystemStorage
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public readonly struct SystemStorage
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{
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private readonly List<Type> _systems = new();
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private readonly List<ISystem> _executionList = new();
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private readonly World _world;
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public event Action<Type>? SystemAdded;
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public event Action<Type>? SystemRemoved;
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internal ReadOnlySpan<Type> Systems => CollectionsMarshal.AsSpan(_systems);
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internal SystemStorage(World world)
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{
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@@ -21,7 +21,6 @@ public struct SystemStorage
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public readonly void AddSystem(Type systemType)
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{
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_systems.Add(systemType);
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SystemAdded?.Invoke(systemType);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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@@ -34,7 +33,6 @@ public struct SystemStorage
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public readonly void RemoveSystem(Type systemType)
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{
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_systems.Remove(systemType);
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SystemRemoved?.Invoke(systemType);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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