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

@@ -1,48 +1,34 @@
<#@ template language="C#" #>
<#@ output extension=".cs" #>
<#@ assembly name="System.Core" #>
<#@ import namespace="System.Linq" #>
<#@ import namespace="System.Text" #>
<#@ include file="Helpers.ttinclude" #>
namespace Ghost.Entities;
public partial struct World
public partial class World
{
<#
for (var index = 1; index <= Amount; index++)
<# for (var index = 1; index <= Amount; index++) {
var generics = AppendGenerics(index);
var restrictions = AppendGenericRestrictions(index, "struct, IComponentData");
var tryGetPools = TryGetComponentPools(index);
var poolParams = Enumerable.Range(0, index)
.Select(i => $"pool{i}")
.Aggregate((a,b)=> a + ", " + b);
var countSource = "pool0.Count";
#>
public QueryEnumerable<<#= generics #>> Query<<#= generics #>>()
<#= restrictions #>
{
var generics = AppendGenerics(index);
var restrictions = AppendGenericRestrictions(index, "struct, IComponent");
var getPools = TryGetComponentPools(index);
var hasEntity = HasEntity(index);
#>
public readonly void Query<<#= generics #>>(QueryRefComponent<<#= generics #>> callback)
<#= restrictions.ToString() #>
{
if (!(<#=getPools.ToString()#>))
{
return;
}
if (!(<#= tryGetPools #>))
return default;
for (var i = 0; i < pool0.Count; i++)
{
var entity = _entities[i];
<#
if (index > 1)
{
#>
if (!(<#=hasEntity.ToString()#>))
{
continue;
}
<#
}
#>
callback(entity, <#= GetComponentRef(index).ToString() #>);
}
return new QueryEnumerable<<#= generics #>>(
this,
<#= poolParams #>,
<#= countSource #>);
}
<#
}
#>
<# } #>
}