Update icon assets
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@@ -1,4 +1,3 @@
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using Ghost.Core;
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using Ghost.Entities;
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using Misaki.HighPerformance.LowLevel.Buffer;
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using Misaki.HighPerformance.LowLevel.Collections;
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@@ -73,6 +72,7 @@ public readonly struct Scene : IEquatable<Scene>
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public static class SceneManager
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{
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private static short s_nextSceneID;
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private static readonly Queue<short> s_recycledSceneIDs = new();
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/// <summary>
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/// Creates a new scene in the world.
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@@ -80,8 +80,12 @@ public static class SceneManager
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/// <returns>The created scene.</returns>
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public static Scene CreateScene()
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{
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var scene = new Scene(s_nextSceneID++);
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return scene;
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if (!s_recycledSceneIDs.TryDequeue(out var id))
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{
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id = s_nextSceneID++;
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}
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return new Scene(id);
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}
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/// <summary>
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@@ -105,7 +109,7 @@ public static class SceneManager
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for (var i = 0; i < chunk.Count; i++)
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{
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if (sceneIDs[i].id == scene.ID)
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if (sceneIDs[i].scene.ID == scene.ID)
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{
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entitiesToDestroy.Add(entities[i]);
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}
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@@ -113,6 +117,7 @@ public static class SceneManager
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}
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world.EntityManager.DestroyEntities(entitiesToDestroy.AsSpan());
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s_recycledSceneIDs.Enqueue(scene.ID);
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}
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/// <summary>
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@@ -122,12 +127,12 @@ public static class SceneManager
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/// <param name="world">The world containing the entities.</param>
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/// <param name="entities">Span to store the entities.</param>
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/// <returns>The number of entities written to the span.</returns>
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public static int GetSceneEntities(Scene scene, World world, Span<Entity> entities)
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public static UnsafeList<Entity> GetSceneEntities(Scene scene, World world, AllocationHandle handle)
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{
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var queryID = new QueryBuilder().WithAll<Components.SceneID>().Build(world);
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ref var query = ref world.ComponentManager.GetEntityQueryReference(queryID);
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var index = 0;
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var entities = new UnsafeList<Entity>(128, handle);
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// Iterate through all matching entities
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foreach (var chunk in query.GetChunkIterator())
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@@ -135,15 +140,15 @@ public static class SceneManager
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var chunkEntities = chunk.GetEntities();
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var sceneIDs = chunk.GetComponentData<Components.SceneID>();
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for (var i = 0; i < chunk.Count && index < entities.Length; i++)
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for (var i = 0; i < chunk.Count; i++)
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{
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if (sceneIDs[i].id == scene.ID)
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if (sceneIDs[i].scene.ID == scene.ID)
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{
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entities[index++] = chunkEntities[i];
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entities.Add(chunkEntities[i]);
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}
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}
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}
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return index;
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return entities;
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}
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}
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