Files
GhostEngine/Ghost.Entities/Template/QueryItem.tt
Misaki 67b6040b5e Refactor entity-component system and related classes
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.
2025-05-28 15:21:43 +09:00

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<#@ template language="C#" debug="false" hostspecific="true" #>
<#@ assembly name="System.Core" #>
<#@ import namespace="System.Linq" #>
<#@ include file="Helpers.ttinclude" #>
<#@ output extension=".cs" #>
using Ghost.Entities.Query;
namespace Ghost.Entities;
<# for (int arity = 1; arity <= Amount; arity++)
{
var generics = AppendGenerics(arity);
var restrictions = AppendGenericRestrictions(arity, "struct, IComponentData");
var constructorParams = Enumerable.Range(0, arity)
.Select(i => $"ComponentPool<T{i}> pool{i}")
.Aggregate((a, b) => a + ", " + b);
var deconstructParams = Enumerable.Range(0, arity)
.Select(i => {
var name = $"c{i}";
return arity == 1
? $"out Ref<T0> {name}"
: $"out Ref<T{i}> {name}";
})
.Aggregate((a, b) => a + ", " + b);
var deconstructAssigns = Enumerable.Range(0, arity)
.Select(i => {
var name = $"c{i}";
return $"{name} = new (ref _pool{i}.GetRef(_entity));";
})
.Aggregate((a, b) => a + b);
#>
public readonly struct QueryItem<<#= generics #>>
<#= restrictions #>
{
private readonly Entity _entity;
<# for (int i = 0; i < arity; i++){ #>
private readonly ComponentPool<T<#= i #>> _pool<#= i #>;
<# } #>
internal QueryItem(Entity entity, <#= constructorParams #>)
{
_entity = entity;
<# for (int i = 0; i < arity; i++){ #>
_pool<#= i #> = pool<#= i #>;
<# } #>
}
public Entity Entity => _entity;
<# for (int i = 0; i < arity; i++){ #>
public ref T<#= i #> Component<#= i #> => ref _pool<#= i #>.GetRef(_entity);
<# } #>
// Deconstruct into tuple-like values
public void Deconstruct(out Entity entity, <#= deconstructParams #>)
{
entity = _entity;
<#= deconstructAssigns #>
}
}
<# } #>