Changed the `Component` class to an interface `IComponentData` to support a data-oriented design. Changed the `Transform` class from a class to a struct, implementing `IComponentData` and updating properties. Changed the `GameObject` class to use a dictionary for components and added properties for state management. Changed the `PlayerLoopService` class to `GameLoopService` and updated methods to integrate with the new `SceneManager`. Changed the `World` class to manage multiple worlds and enhance entity management with new querying methods. Added the `Scene` class to manage root game objects and their lifecycle. Added new utility classes like `ComponentMask`, `Box<T>`, and `TypeHandle<T>` for better component management. Added the `ScriptComponent` class to allow for modular scriptable components attached to entities. Added the `QueryEnumerable` class to facilitate flexible querying of entities with specific components. Updated the `Test` class in `Program.cs` to demonstrate the new entity and component management system. Updated project files to include new references and settings supporting the changes made in the codebase.
41 lines
729 B
C#
41 lines
729 B
C#
using System.Runtime.CompilerServices;
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namespace Ghost.Entities.Query;
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public interface IQueryTypeParameter
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{
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}
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public ref struct Ref<T> : IQueryTypeParameter
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where T : IComponentData
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{
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internal ref T _value;
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public ref T ValueRW
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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get => ref _value;
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}
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public readonly ref T ValueRO
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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get => ref _value;
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}
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public readonly bool IsValid
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{
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get;
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init;
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}
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public Ref(ref T value, bool isValid)
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{
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_value = ref value;
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IsValid = isValid;
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}
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public Ref(ref T value) : this(ref value, true)
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{
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}
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} |