Refactor project structure and enhance functionality
Added `InternalsVisibleTo` attribute for "Ghost.Editor" in `AssemblyInfo.cs`. Added a binary file `Empty.zip` to the project. Added a new `ProjectMetadata` class in `ProjectMetadata.cs`. Added new states and interfaces for managing application states in `EditorState.cs`, `LandingState.cs`, and `IAppState.cs`. Added a notification service in `INotificationService.cs` and `StackedNotificationService.cs`. Added new XAML files for UI components, including `InspectorView.xaml` and `InternalControls.xaml`. Changed the `ProjectInfo` class in `ProjectInfo.cs` to include a `MetadataPath` property instead of `Path` and `EngineVersion`. Changed the `TemplateInfo` class in `TemplateInfo.cs` to use a struct instead of a class for `TemplateData`. Changed the `ProjectService` class to use the new `ProjectRepository` for managing project data. Removed several using directives and the entire `ProjectRepository` class from `ProjectRepository.cs`, replacing it with a new implementation. Removed old methods and properties in `EntityManager` and `World` classes to improve entity management and component handling. Updated the `Ghost.Data.csproj` file to include the new `Empty.zip` file as a content item. Updated the `ProjectRepository` class to manage project data using SQLite. Updated various XAML files to include new styles and controls, improving the overall UI design. Updated the `CreateProjectViewModel` to include a notification service and handle project creation logic. Updated the test project to include references to the new `Ghost.Graphics` project and modified test cases to align with the new structure.
This commit is contained in:
@@ -1,190 +0,0 @@
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using Ghost.Engine.Models;
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using Ghost.Entities;
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using System.ComponentModel;
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namespace Ghost.Engine;
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public unsafe class GameObject : INotifyPropertyChanged
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{
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private readonly Dictionary<Type, ScriptComponent> _components = new();
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private readonly List<GameObject> _children = new();
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public event PropertyChangedEventHandler? PropertyChanged;
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public Entity Entity
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{
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get;
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}
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public Scene Scene
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{
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get;
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internal set;
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}
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public GameObject? Parent
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{
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get;
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internal set;
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}
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public string Name
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{
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get;
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set;
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}
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public bool IsActive
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{
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get;
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set;
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}
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public IEnumerable<ScriptComponent> Components => _components.Values;
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public IEnumerable<GameObject> Children => _children;
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public GameObject(Scene scene, string name)
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{
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// TODO: Initialize Entity properly
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//Entity =
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Scene = scene;
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Name = name;
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IsActive = true;
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}
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public void AddComponent<T>(T component)
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where T : ScriptComponent
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{
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_components.Add(typeof(T), component);
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component.Owner = Entity;
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PropertyChanged?.Invoke(this, new PropertyChangedEventArgs(nameof(Components)));
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}
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public void RemoveComponent<T>()
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where T : ScriptComponent
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{
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var key = typeof(T);
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if (_components.Remove(key, out var component))
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{
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component.OnDestroy();
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PropertyChanged?.Invoke(this, new PropertyChangedEventArgs(nameof(Components)));
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}
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}
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public T? GetComponent<T>()
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where T : ScriptComponent
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{
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if (_components.TryGetValue(typeof(T), out var component))
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{
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return (T)component;
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}
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return null;
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}
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public void AddChild(GameObject child)
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{
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if (child.Scene != Scene)
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{
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throw new InvalidOperationException("Child GameObject must belong to the same Scene.");
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}
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_children.Add(child);
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PropertyChanged?.Invoke(this, new PropertyChangedEventArgs(nameof(Children)));
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}
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public void RemoveChild(GameObject child)
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{
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if (_children.Remove(child))
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{
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PropertyChanged?.Invoke(this, new PropertyChangedEventArgs(nameof(Children)));
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}
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}
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internal void OnEnable()
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{
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foreach (var component in Components)
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{
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if (!component.Enable)
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{
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continue;
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}
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component.OnEnable();
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}
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foreach (var child in _children)
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{
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child.OnEnable();
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}
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}
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internal void Start()
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{
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foreach (var component in Components)
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{
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if (!component.Enable)
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{
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continue;
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}
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component.Start();
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}
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}
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internal void Update()
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{
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foreach (var component in Components)
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{
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if (!component.Enable)
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{
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continue;
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}
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component.Update();
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}
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}
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internal void LateUpdate()
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{
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foreach (var component in Components)
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{
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if (!component.Enable)
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{
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continue;
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}
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component.LateUpdate();
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}
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}
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internal void FixedUpdate()
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{
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foreach (var component in Components)
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{
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if (!component.Enable)
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{
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continue;
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}
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component.FixedUpdate();
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}
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}
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public void Destroy()
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{
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foreach (var component in Components)
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{
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if (!component.Enable)
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{
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continue;
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}
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component.OnDestroy();
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}
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foreach (var child in _children)
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{
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child.Destroy();
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}
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_children.Clear();
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_components.Clear();
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Parent?._children.Remove(this);
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}
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}
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@@ -1,30 +0,0 @@
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namespace Ghost.Engine.Models;
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public class Scene
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{
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private readonly HashSet<GameObject> _rootObjects = new();
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public IEnumerable<GameObject> RootObjects => _rootObjects;
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internal Scene()
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{
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}
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internal void Load()
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{
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foreach (var gameObject in _rootObjects)
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{
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gameObject.Start();
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}
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}
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internal void Unload()
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{
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foreach (var gameObject in _rootObjects)
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{
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gameObject.Destroy();
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}
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_rootObjects.Clear();
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}
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}
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@@ -4,5 +4,5 @@ internal class EngineData
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{
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public const string ENGINE_NAME = "Ghost Engine";
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public readonly static Version ENGINE_VERSION = new(0, 1, 0);
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public readonly static Version s_engineVersion = new(0, 1, 0);
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}
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@@ -10,43 +10,43 @@ internal static class PlayerLoopService
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public static void Start()
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{
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if (_isRunning)
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{
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return;
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}
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//if (_isRunning)
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//{
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// return;
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//}
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foreach (var gameObject in SceneManager.QueryRootGameObjects())
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{
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gameObject.Start();
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}
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//foreach (var gameObject in SceneManager.QueryRootGameObjects())
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//{
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// gameObject.Start();
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//}
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_timer ??= new Timer(FixedUpdate, null, 0, (int)(fixedDeltaTime * 1000));
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//_timer ??= new Timer(FixedUpdate, null, 0, (int)(fixedDeltaTime * 1000));
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while (_isRunning)
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{
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Update();
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}
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//while (_isRunning)
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//{
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// Update();
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//}
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}
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private static void Update()
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{
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foreach (var gameObject in SceneManager.QueryRootGameObjects())
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{
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gameObject.Update();
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}
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//foreach (var gameObject in SceneManager.QueryRootGameObjects())
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//{
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// gameObject.Update();
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//}
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foreach (var gameObject in SceneManager.QueryRootGameObjects())
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{
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gameObject.LateUpdate();
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}
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//foreach (var gameObject in SceneManager.QueryRootGameObjects())
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//{
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// gameObject.LateUpdate();
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//}
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}
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private static void FixedUpdate(object? state)
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{
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foreach (var gameObject in SceneManager.QueryRootGameObjects())
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{
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gameObject.FixedUpdate();
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}
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//foreach (var gameObject in SceneManager.QueryRootGameObjects())
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//{
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// gameObject.FixedUpdate();
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//}
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}
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public static void Stop()
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@@ -1,6 +1,4 @@
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using Ghost.Engine.Models;
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namespace Ghost.Engine.Services;
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namespace Ghost.Engine.Services;
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public enum SceneLoadMode
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{
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@@ -10,41 +8,41 @@ public enum SceneLoadMode
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public static class SceneManager
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{
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private readonly static HashSet<Scene> _activeScenes = new();
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//private readonly static HashSet<Scene> _activeScenes = new();
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internal static IEnumerable<GameObject> QueryRootGameObjects()
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{
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foreach (var scene in _activeScenes)
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{
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foreach (var gameObject in scene.RootObjects)
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{
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if (!gameObject.IsActive)
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{
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continue;
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}
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//internal static IEnumerable<GameObject> QueryRootGameObjects()
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//{
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// foreach (var scene in _activeScenes)
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// {
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// foreach (var gameObject in scene.RootObjects)
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// {
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// if (!gameObject.IsActive)
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// {
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// continue;
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// }
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yield return gameObject;
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}
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}
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}
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// yield return gameObject;
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// }
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// }
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//}
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public static void LoadScene(Scene scene, SceneLoadMode loadMode)
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{
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if (loadMode == SceneLoadMode.Single)
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{
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foreach (var activeScene in _activeScenes)
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{
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activeScene.Unload();
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}
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_activeScenes.Clear();
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}
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//public static void LoadScene(Scene scene, SceneLoadMode loadMode)
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//{
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// if (loadMode == SceneLoadMode.Single)
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// {
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// foreach (var activeScene in _activeScenes)
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// {
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// activeScene.Unload();
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// }
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// _activeScenes.Clear();
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// }
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_activeScenes.Add(scene);
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scene.Load();
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}
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// _activeScenes.Add(scene);
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// scene.Load();
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//}
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public static Task LoadSceneAsync(Scene scene, SceneLoadMode loadMode)
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{
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return Task.Run(() => LoadScene(scene, loadMode));
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}
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//public static Task LoadSceneAsync(Scene scene, SceneLoadMode loadMode)
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//{
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// return Task.Run(() => LoadScene(scene, loadMode));
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//}
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}
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Block a user