Refactor project structure and improve performance
Changed the `ProjectRepository` class to be static for easier usage. Changed `ProjectService` constants to public properties for accessibility. Changed `App.xaml` to consolidate theme resources into `Override.xaml`. Changed `App.xaml.cs` to implement an `AppStateMachine` for better state management. Changed `ConsolePage` and `HierarchyPage` to utilize the new ViewModel structure. Changed `ProjectPage` to use the `ExplorerItem` model for asset display. Changed `Entity` and `EntityManager` to enhance component management with a new `IComponentData` interface. Changed the `Logger` class to introduce structured logging functionality. Changed the system architecture to support dependency management for better organization. Changed the `QueryEnumerable` class to allow for more flexible entity queries. Changed the `TypeHandle` class to improve efficiency in retrieving type handles. Changed the `World` class to support robust world management and multiple worlds. Updated the `Test` class to demonstrate the new entity and component management system.
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@@ -1,135 +0,0 @@
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using System.Runtime.CompilerServices;
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namespace Ghost.Entities;
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public abstract class SystemBase
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{
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/// <summary>
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/// Gets the execution order of the current operation or component.
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/// </summary>
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public virtual int ExecutionOrder => 0;
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/// <summary>
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/// Gets or sets a value indicating whether the feature is enabled.
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/// </summary>
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public virtual bool Enable
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{
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get;
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set;
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} = true;
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/// <summary>
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/// The world that this system belongs to.
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/// </summary>
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public World World
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{
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get;
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internal set;
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} = null!;
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public virtual void OnCreate()
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{
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}
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public virtual void OnUpdate()
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{
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}
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public virtual void OnDestroy()
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{
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}
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}
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public class SystemStorage : IDisposable
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{
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private readonly List<SystemBase> _systems = new();
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private readonly List<SystemBase> _executionList = new();
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private readonly World _world;
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public event Action<SystemBase>? SystemAdded;
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public event Action<SystemBase>? SystemRemoved;
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internal SystemStorage(World world)
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{
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_world = world;
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}
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public void AddSystem<T>(T system)
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where T : SystemBase
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{
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_systems.Add(system);
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system.World = _world;
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if (system.Enable)
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{
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system.OnCreate();
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}
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SystemAdded?.Invoke(system);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void AddSystem<T>()
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where T : SystemBase, new()
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{
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AddSystem(new T());
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}
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public void RemoveSystem<T>(T system)
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where T : SystemBase
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{
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system.World = null!;
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_systems.Remove(system);
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if (system.Enable)
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{
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system.OnDestroy();
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}
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SystemRemoved?.Invoke(system);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void RemoveSystem<T>()
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where T : SystemBase, new()
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{
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var system = _systems.FirstOrDefault(s => s is T);
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if (system != null)
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{
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RemoveSystem(system);
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}
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}
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internal void RebuildExecutionList()
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{
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_executionList.Clear();
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_executionList.AddRange(_systems.OrderBy(s => s.ExecutionOrder));
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}
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internal void UpdateSystems()
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{
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foreach (var system in _systems)
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{
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if (!system.Enable)
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{
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continue;
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}
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system.OnUpdate();
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}
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}
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public void Dispose()
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{
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foreach (var system in _systems)
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{
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if (!system.Enable)
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{
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continue;
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}
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system.OnDestroy();
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}
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_systems.Clear();
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_executionList.Clear();
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}
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}
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