Added the `HierarchyEditor` and `LocalToWorldEditor` classes to implement custom component editing functionality. Added the `Vector3Field` control for 3D vector manipulation and its corresponding XAML definition. Added the `ComponentDataView` and `ComponentObject` classes to manage component data display and access. Added the `CustomEditorAttribute` to mark classes as custom editors for specific components. Changed the `IInspectable` interface to use properties for `Icon`, `HeaderContent`, and `InspectorContent`. Changed the `PropertyField` class to enhance UI control binding capabilities. Changed the `EditorWorldManager` to improve world data loading and deserialization processes. Changed the `EntityNode` and `WorldNode` classes to update entity construction and component querying. Changed the `StaticResource` class to include new binding flags for component properties. Changed the `InspectorService` to remove old contract references and adopt new interfaces. Changed the `QueryEnumerable` and related files to update generic constraints for improved type safety. Changed the `QueryItem` class to reflect new generic constraints and enhance deconstruction. Changed the `World.Query` methods to utilize the updated generic constraints. Updated the `SerializationTest` to align with new entity creation and management practices.
52 lines
1.7 KiB
C#
52 lines
1.7 KiB
C#
using Ghost.Editor.Resources;
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using Ghost.Editor.Services.Contracts;
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using System.Text.Json;
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namespace Ghost.Editor.Core.SceneGraph;
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public enum OpenWorldMode
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{
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Single,
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Additive,
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AdditiveWithoutLoading
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}
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public static class EditorWorldManager
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{
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// TODO: Use guid keys instead of string paths for better performance and uniqueness
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private static readonly Dictionary<string, WorldNode> _loadedWorlds = new();
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public static IEnumerable<WorldNode> LoadedWorlds => _loadedWorlds.Values;
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public static event Action<WorldNode>? OnWorldLoaded;
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public static event Action<WorldNode>? OnWorldUnloaded;
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public static async Task LoadWorld(string worldPath)
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{
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if (_loadedWorlds.ContainsKey(worldPath)
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|| !File.Exists(worldPath)
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|| Path.GetExtension(worldPath) != FileExtensions.SCENE_FILE_EXTENSION)
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{
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return;
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}
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var progressService = EditorApplication.GetService<IProgressService>();
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progressService.ShowIndeterminateProgress("Loading world...");
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foreach (var world in _loadedWorlds)
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{
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world.Value.Unload();
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OnWorldUnloaded?.Invoke(world.Value);
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}
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await using var readStream = new FileStream(worldPath, FileMode.Open, FileAccess.Read, FileShare.Read);
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var deserializedScene = await JsonSerializer.DeserializeAsync<WorldNode>(readStream, Engine.Resources.StaticResource.defaultSerializerOptions) ?? throw new Exception("Deserialization failed.");
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_loadedWorlds.Clear();
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_loadedWorlds[worldPath] = deserializedScene;
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await deserializedScene.LoadAsync();
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progressService.HideProgress();
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OnWorldLoaded?.Invoke(deserializedScene);
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}
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} |