Added `InternalsVisibleTo` attribute for "Ghost.Editor" in `AssemblyInfo.cs`. Added a binary file `Empty.zip` to the project. Added a new `ProjectMetadata` class in `ProjectMetadata.cs`. Added new states and interfaces for managing application states in `EditorState.cs`, `LandingState.cs`, and `IAppState.cs`. Added a notification service in `INotificationService.cs` and `StackedNotificationService.cs`. Added new XAML files for UI components, including `InspectorView.xaml` and `InternalControls.xaml`. Changed the `ProjectInfo` class in `ProjectInfo.cs` to include a `MetadataPath` property instead of `Path` and `EngineVersion`. Changed the `TemplateInfo` class in `TemplateInfo.cs` to use a struct instead of a class for `TemplateData`. Changed the `ProjectService` class to use the new `ProjectRepository` for managing project data. Removed several using directives and the entire `ProjectRepository` class from `ProjectRepository.cs`, replacing it with a new implementation. Removed old methods and properties in `EntityManager` and `World` classes to improve entity management and component handling. Updated the `Ghost.Data.csproj` file to include the new `Empty.zip` file as a content item. Updated the `ProjectRepository` class to manage project data using SQLite. Updated various XAML files to include new styles and controls, improving the overall UI design. Updated the `CreateProjectViewModel` to include a notification service and handle project creation logic. Updated the test project to include references to the new `Ghost.Graphics` project and modified test cases to align with the new structure.
56 lines
1.2 KiB
C#
56 lines
1.2 KiB
C#
namespace Ghost.Engine.Services;
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internal static class PlayerLoopService
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{
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private static Timer? _timer;
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private static bool _isRunning = false;
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// TODO: Implement the actual time system
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public static float fixedDeltaTime = 0.02f;
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public static void Start()
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{
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//if (_isRunning)
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//{
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// return;
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//}
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//foreach (var gameObject in SceneManager.QueryRootGameObjects())
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//{
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// gameObject.Start();
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//}
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//_timer ??= new Timer(FixedUpdate, null, 0, (int)(fixedDeltaTime * 1000));
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//while (_isRunning)
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//{
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// Update();
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//}
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}
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private static void Update()
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{
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//foreach (var gameObject in SceneManager.QueryRootGameObjects())
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//{
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// gameObject.Update();
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//}
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//foreach (var gameObject in SceneManager.QueryRootGameObjects())
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//{
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// gameObject.LateUpdate();
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//}
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}
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private static void FixedUpdate(object? state)
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{
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//foreach (var gameObject in SceneManager.QueryRootGameObjects())
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//{
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// gameObject.FixedUpdate();
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//}
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}
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public static void Stop()
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{
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_isRunning = false;
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}
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} |