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:
2025-05-31 01:45:34 +09:00
parent 67b6040b5e
commit 61bbb1bc68
66 changed files with 1923 additions and 733 deletions

View File

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