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