Added `Archetype` struct with chunk management and disposal. Added `BitSet` class for managing collections of bits. Added `Class1.cs` as a placeholder for graphics functionality. Added `ComponentData` struct and `ComponentPool` class for component management. Added `ComponentRegistry` for efficient component registration. Added `EntityChangeQueue` as a placeholder for future changes. Added `Helpers.ttinclude` and `QueryRefComponent.tt` for code generation. Added `Signature` struct for managing component signatures. Added `World` struct to manage the game world and entities. Added `QueryRefComponent` delegates for querying entities. Changed `Archetype.cs` to implement `IDisposable`. Changed `AssemblyInfo.cs` to update global using directives. Changed `Chunk.cs` to introduce `ChunkCollection` for chunk management. Changed `Component.cs` to refine component management methods. Changed `Entity.cs` to improve properties and methods. Changed `Ghost.Entities.csproj` to update project properties. Changed `Program.cs` to demonstrate entity creation and querying. Changed `World.Query.cs` to facilitate querying with components.
54 lines
1.1 KiB
C#
54 lines
1.1 KiB
C#
using Misaki.HighPerformance.Unsafe.Collections;
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using Misaki.HighPerformance.Unsafe.Helpers;
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namespace Ghost.Entities;
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internal struct Signature : IDisposable, IEquatable<Signature>
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{
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public UnsafeArray<ComponentData> componentDatas;
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private int _hashCode;
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public Signature(params Span<ComponentData> components)
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{
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componentDatas = new UnsafeArray<ComponentData>(components.Length, Allocator.Persistent);
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componentDatas.CopyFrom(components);
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_hashCode = -1;
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_hashCode = GetHashCode();
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}
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public bool Equals(Signature other)
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{
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return GetHashCode() == other.GetHashCode();
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}
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public override bool Equals(object? obj)
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{
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if (obj is Signature other)
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{
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return Equals(other);
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}
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return false;
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}
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public override int GetHashCode()
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{
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if (_hashCode != -1)
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{
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return _hashCode;
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}
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unchecked
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{
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_hashCode = Component.GetHashCode(componentDatas.AsSpan());
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return _hashCode;
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}
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}
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public void Dispose()
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{
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componentDatas.Dispose();
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}
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}
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