Refactor entity-component system and related classes

Changed the `Component` class to an interface `IComponentData` to support a data-oriented design.
Changed the `Transform` class from a class to a struct, implementing `IComponentData` and updating properties.
Changed the `GameObject` class to use a dictionary for components and added properties for state management.
Changed the `PlayerLoopService` class to `GameLoopService` and updated methods to integrate with the new `SceneManager`.
Changed the `World` class to manage multiple worlds and enhance entity management with new querying methods.

Added the `Scene` class to manage root game objects and their lifecycle.
Added new utility classes like `ComponentMask`, `Box<T>`, and `TypeHandle<T>` for better component management.
Added the `ScriptComponent` class to allow for modular scriptable components attached to entities.
Added the `QueryEnumerable` class to facilitate flexible querying of entities with specific components.

Updated the `Test` class in `Program.cs` to demonstrate the new entity and component management system.
Updated project files to include new references and settings supporting the changes made in the codebase.
This commit is contained in:
2025-05-28 15:21:43 +09:00
parent 0cf3104a6a
commit 67b6040b5e
31 changed files with 3670 additions and 811 deletions

View File

@@ -1,26 +1,13 @@

namespace Ghost.Engine.Services;
namespace Ghost.Engine.Services;
internal static class GameLoopService
internal static class PlayerLoopService
{
private readonly static HashSet<GameObject> _gameObjects = new();
private static Timer? _timer;
private static bool _isRunning = false;
// TODO: Implement the actual time system
public static float fixedDeltaTime = 0.02f;
public static void RegisterGameObject(GameObject gameObject)
{
_gameObjects.Add(gameObject);
}
public static void UnregisterGameObject(GameObject gameObject)
{
_gameObjects.Remove(gameObject);
}
public static void Start()
{
if (_isRunning)
@@ -28,13 +15,8 @@ internal static class GameLoopService
return;
}
foreach (var gameObject in _gameObjects)
foreach (var gameObject in SceneManager.QueryRootGameObjects())
{
if (!gameObject.isActive)
{
continue;
}
gameObject.Start();
}
@@ -48,27 +30,21 @@ internal static class GameLoopService
private static void Update()
{
foreach (var gameObject in _gameObjects)
foreach (var gameObject in SceneManager.QueryRootGameObjects())
{
if (!gameObject.isActive)
{
continue;
}
gameObject.Update();
}
foreach (var gameObject in SceneManager.QueryRootGameObjects())
{
gameObject.LateUpdate();
}
}
private static void FixedUpdate(object? state)
{
foreach (var gameObject in _gameObjects)
foreach (var gameObject in SceneManager.QueryRootGameObjects())
{
if (!gameObject.isActive)
{
continue;
}
gameObject.FixedUpdate();
}
}

View File

@@ -0,0 +1,50 @@
using Ghost.Engine.Models;
namespace Ghost.Engine.Services;
public enum SceneLoadMode
{
Single,
Additive
}
public static class SceneManager
{
private readonly static HashSet<Scene> _activeScenes = new();
internal static IEnumerable<GameObject> QueryRootGameObjects()
{
foreach (var scene in _activeScenes)
{
foreach (var gameObject in scene.RootObjects)
{
if (!gameObject.IsActive)
{
continue;
}
yield return gameObject;
}
}
}
public static void LoadScene(Scene scene, SceneLoadMode loadMode)
{
if (loadMode == SceneLoadMode.Single)
{
foreach (var activeScene in _activeScenes)
{
activeScene.Unload();
}
_activeScenes.Clear();
}
_activeScenes.Add(scene);
scene.Load();
}
public static Task LoadSceneAsync(Scene scene, SceneLoadMode loadMode)
{
return Task.Run(() => LoadScene(scene, loadMode));
}
}