Refactor project management and enhance architecture
Added a new static class `AssetsPath` for asset management. Added a new icon file (`icon-256.ico`) for UI representation. Added new package references to enhance functionality. Added internals visibility attributes for better testing. Added a new `EngineEditorViewModel` class for MVVM support. Added a new `GameObject` class for component management. Added a new `BitSet` class for efficient bit manipulation. Added various utility classes to support the new entity system. Changed the `ID` property in `ProjectInfo` to internal. Changed the `AddProjectAsync` method to return the created `ProjectInfo`. Changed the connection string retrieval method to use the new `Command` constant. Changed the `DataPath` class to use `readonly` fields for folder paths. Changed the `ActivationHandler` class to use new `DataPath` constants. Changed the `OpenProjectPage` layout and interaction for better UI. Updated the target framework to a newer version for compatibility. Updated the `ProjectService` to use new constants from `DataPath`. Updated the `World` class to improve entity management. Refactored the `ProjectRepository` class to encapsulate SQL commands. Refactored the `Transform` class to use properties for better encapsulation.
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22
Ghost.Entities/Registries/ComponentRegistry.cs
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22
Ghost.Entities/Registries/ComponentRegistry.cs
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namespace Ghost.Entities.Registries;
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internal static class ComponentRegistry
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{
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private static readonly Dictionary<Type, ComponentData> _hashCodeToComponentMap = new(64);
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public static unsafe ComponentData GetOrAdd<T>()
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where T : unmanaged, IComponent
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{
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var type = typeof(T);
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if (_hashCodeToComponentMap.TryGetValue(type, out var data))
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{
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return data;
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}
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var id = (ushort)_hashCodeToComponentMap.Count;
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data = new ComponentData(id, sizeof(T));
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_hashCodeToComponentMap.Add(type, data);
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return data;
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}
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}
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