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.
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@@ -1,19 +1,30 @@
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namespace Ghost.Entities;
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using System.Runtime.CompilerServices;
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namespace Ghost.Entities;
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public abstract class SystemBase
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{
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/// <summary>
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/// Gets the execution order of the current operation or component.
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/// </summary>
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public virtual int ExecutionOrder => 0;
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/// <summary>
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/// Gets or sets a value indicating whether the feature is enabled.
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/// </summary>
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public virtual bool Enable
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{
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get;
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set;
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} = true;
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/// <summary>
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/// The world that this system belongs to.
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/// </summary>
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public World World
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{
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get;
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init;
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internal set;
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} = null!;
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public virtual void OnCreate()
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@@ -29,38 +40,73 @@ public abstract class SystemBase
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}
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}
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internal class SystemStorage : IDisposable
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public class SystemStorage : IDisposable
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{
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private readonly List<SystemBase> _systems = new();
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private readonly List<SystemBase> _executionList = new();
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private readonly World _world;
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public event Action<SystemBase>? SystemAdded;
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public event Action<SystemBase>? SystemRemoved;
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internal SystemStorage(World world)
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{
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_world = world;
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}
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public void AddSystem<T>(T system)
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where T : SystemBase
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{
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_systems.Add(system);
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system.World = _world;
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if (system.Enable)
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{
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system.OnCreate();
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}
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SystemAdded?.Invoke(system);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void AddSystem<T>()
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where T : SystemBase, new()
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{
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AddSystem(new T());
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}
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public void RemoveSystem<T>(T system)
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where T : SystemBase
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{
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system.World = null!;
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_systems.Remove(system);
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if (system.Enable)
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{
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system.OnDestroy();
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}
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SystemRemoved?.Invoke(system);
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}
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public void RebuildExecutionList()
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void RemoveSystem<T>()
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where T : SystemBase, new()
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{
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var system = _systems.FirstOrDefault(s => s is T);
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if (system != null)
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{
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RemoveSystem(system);
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}
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}
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internal void RebuildExecutionList()
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{
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_executionList.Clear();
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_executionList.AddRange(_systems.OrderBy(s => s.ExecutionOrder));
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}
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public void UpdateSystems()
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internal void UpdateSystems()
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{
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foreach (var system in _systems)
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{
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