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

89
Ghost.Entities/System.cs Normal file
View File

@@ -0,0 +1,89 @@
namespace Ghost.Entities;
public abstract class SystemBase
{
public virtual int ExecutionOrder => 0;
public virtual bool Enable
{
get;
set;
} = true;
public World World
{
get;
init;
} = null!;
public virtual void OnCreate()
{
}
public virtual void OnUpdate()
{
}
public virtual void OnDestroy()
{
}
}
internal class SystemStorage : IDisposable
{
private readonly List<SystemBase> _systems = new();
private readonly List<SystemBase> _executionList = new();
public void AddSystem<T>(T system)
where T : SystemBase
{
_systems.Add(system);
if (system.Enable)
{
system.OnCreate();
}
}
public void RemoveSystem<T>(T system)
where T : SystemBase
{
_systems.Remove(system);
if (system.Enable)
{
system.OnDestroy();
}
}
public void RebuildExecutionList()
{
_executionList.Clear();
_executionList.AddRange(_systems.OrderBy(s => s.ExecutionOrder));
}
public void UpdateSystems()
{
foreach (var system in _systems)
{
if (!system.Enable)
{
continue;
}
system.OnUpdate();
}
}
public void Dispose()
{
foreach (var system in _systems)
{
if (!system.Enable)
{
continue;
}
system.OnDestroy();
}
_systems.Clear();
_executionList.Clear();
}
}