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:
@@ -10,7 +10,7 @@ for (var index = 1; index <= Amount; index++)
|
||||
{
|
||||
var generics = AppendGenerics(index);
|
||||
var parameters = AppendGenericRefParameters(index);
|
||||
var restrictions = AppendGenericRestrictions(index, "struct, IComponent");
|
||||
var restrictions = AppendGenericRestrictions(index, "struct, IComponentData");
|
||||
#>
|
||||
public delegate void QueryRefComponent<<#= generics #>>(Entity entity, <#= parameters.ToString() #>)
|
||||
<#= restrictions.ToString() #>;
|
||||
|
||||
Reference in New Issue
Block a user