Files
GhostEngine/Ghost.Editor.Core/Inspector/ComponentObject.cs
Misaki eafbfb2fa1 Update rendering architecture and resource management
Added a new `Ref<T>` struct for reference semantics.
Added the `RenderGraph` system for managing rendering passes.
Added the `RenderTexture` class for encapsulating GPU resources.
Added `GraphicsBuffer` class for effective GPU resource management.
Changed `CommandList` methods from public to internal for visibility control.
Changed `IRenderPass` interface from internal to public for accessibility.
Changed `GetData<T>()` in `ComponentObject.cs` to return `CompRef<T>`.
Changed `GetComponent<T>()` in `EntityManager.cs` to return `CompRef<T>`.
Changed `GetSingleton<T>()` in `World.cs` to use `CompRef<T>`.
Changed `IQueryTypeParameter` to use `CompRef<T>` for consistency.
Changed `QueryItem<T0>` and related structs to use `CompRef<T>`.
Changed `Material` class to support bindless textures.
Changed `Shader` class to support bindless rendering.
Changed `Mesh` class to support bindless vertex and index buffer access.
Updated documentation to reflect the new bindless rendering architecture.
2025-08-01 21:34:48 +09:00

29 lines
678 B
C#

using Ghost.Entities;
using Ghost.Entities.Components;
using Ghost.Entities.Query;
namespace Ghost.Editor.Core.Inspector;
public unsafe readonly struct ComponentObject
{
private readonly World _world;
private readonly Entity _entity;
internal ComponentObject(World world, Entity entity)
{
_world = world;
_entity = entity;
}
public CompRef<T> GetData<T>()
where T : unmanaged, IComponentData
{
return _world.EntityManager.GetComponent<T>(_entity);
}
public void SetData<T>(in T data)
where T : unmanaged, IComponentData
{
_world.EntityManager.SetComponent(_entity, in data);
}
}