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.
103 lines
5.2 KiB
C#
103 lines
5.2 KiB
C#
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namespace Ghost.Entities;
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public partial class World
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{
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public QueryEnumerable<T0> Query<T0>()
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where T0 : struct, IComponentData
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{
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if (!(_componentStorage.TryGetPool<T0>(out var pool0)))
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return default;
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return new QueryEnumerable<T0>(
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this,
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pool0,
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pool0.Count);
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}
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public QueryEnumerable<T0, T1> Query<T0, T1>()
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where T0 : struct, IComponentData where T1 : struct, IComponentData
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{
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if (!(_componentStorage.TryGetPool<T0>(out var pool0) && _componentStorage.TryGetPool<T1>(out var pool1)))
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return default;
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return new QueryEnumerable<T0, T1>(
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this,
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pool0, pool1,
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pool0.Count);
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}
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public QueryEnumerable<T0, T1, T2> Query<T0, T1, T2>()
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where T0 : struct, IComponentData where T1 : struct, IComponentData where T2 : struct, IComponentData
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{
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if (!(_componentStorage.TryGetPool<T0>(out var pool0) && _componentStorage.TryGetPool<T1>(out var pool1) && _componentStorage.TryGetPool<T2>(out var pool2)))
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return default;
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return new QueryEnumerable<T0, T1, T2>(
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this,
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pool0, pool1, pool2,
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pool0.Count);
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}
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public QueryEnumerable<T0, T1, T2, T3> Query<T0, T1, T2, T3>()
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where T0 : struct, IComponentData where T1 : struct, IComponentData where T2 : struct, IComponentData where T3 : struct, IComponentData
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{
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if (!(_componentStorage.TryGetPool<T0>(out var pool0) && _componentStorage.TryGetPool<T1>(out var pool1) && _componentStorage.TryGetPool<T2>(out var pool2) && _componentStorage.TryGetPool<T3>(out var pool3)))
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return default;
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return new QueryEnumerable<T0, T1, T2, T3>(
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this,
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pool0, pool1, pool2, pool3,
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pool0.Count);
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}
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public QueryEnumerable<T0, T1, T2, T3, T4> Query<T0, T1, T2, T3, T4>()
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where T0 : struct, IComponentData where T1 : struct, IComponentData where T2 : struct, IComponentData where T3 : struct, IComponentData where T4 : struct, IComponentData
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{
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if (!(_componentStorage.TryGetPool<T0>(out var pool0) && _componentStorage.TryGetPool<T1>(out var pool1) && _componentStorage.TryGetPool<T2>(out var pool2) && _componentStorage.TryGetPool<T3>(out var pool3) && _componentStorage.TryGetPool<T4>(out var pool4)))
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return default;
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return new QueryEnumerable<T0, T1, T2, T3, T4>(
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this,
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pool0, pool1, pool2, pool3, pool4,
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pool0.Count);
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}
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public QueryEnumerable<T0, T1, T2, T3, T4, T5> Query<T0, T1, T2, T3, T4, T5>()
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where T0 : struct, IComponentData where T1 : struct, IComponentData where T2 : struct, IComponentData where T3 : struct, IComponentData where T4 : struct, IComponentData where T5 : struct, IComponentData
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{
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if (!(_componentStorage.TryGetPool<T0>(out var pool0) && _componentStorage.TryGetPool<T1>(out var pool1) && _componentStorage.TryGetPool<T2>(out var pool2) && _componentStorage.TryGetPool<T3>(out var pool3) && _componentStorage.TryGetPool<T4>(out var pool4) && _componentStorage.TryGetPool<T5>(out var pool5)))
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return default;
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return new QueryEnumerable<T0, T1, T2, T3, T4, T5>(
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this,
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pool0, pool1, pool2, pool3, pool4, pool5,
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pool0.Count);
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}
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public QueryEnumerable<T0, T1, T2, T3, T4, T5, T6> Query<T0, T1, T2, T3, T4, T5, T6>()
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where T0 : struct, IComponentData where T1 : struct, IComponentData where T2 : struct, IComponentData where T3 : struct, IComponentData where T4 : struct, IComponentData where T5 : struct, IComponentData where T6 : struct, IComponentData
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{
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if (!(_componentStorage.TryGetPool<T0>(out var pool0) && _componentStorage.TryGetPool<T1>(out var pool1) && _componentStorage.TryGetPool<T2>(out var pool2) && _componentStorage.TryGetPool<T3>(out var pool3) && _componentStorage.TryGetPool<T4>(out var pool4) && _componentStorage.TryGetPool<T5>(out var pool5) && _componentStorage.TryGetPool<T6>(out var pool6)))
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return default;
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return new QueryEnumerable<T0, T1, T2, T3, T4, T5, T6>(
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this,
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pool0, pool1, pool2, pool3, pool4, pool5, pool6,
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pool0.Count);
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}
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public QueryEnumerable<T0, T1, T2, T3, T4, T5, T6, T7> Query<T0, T1, T2, T3, T4, T5, T6, T7>()
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where T0 : struct, IComponentData where T1 : struct, IComponentData where T2 : struct, IComponentData where T3 : struct, IComponentData where T4 : struct, IComponentData where T5 : struct, IComponentData where T6 : struct, IComponentData where T7 : struct, IComponentData
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{
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if (!(_componentStorage.TryGetPool<T0>(out var pool0) && _componentStorage.TryGetPool<T1>(out var pool1) && _componentStorage.TryGetPool<T2>(out var pool2) && _componentStorage.TryGetPool<T3>(out var pool3) && _componentStorage.TryGetPool<T4>(out var pool4) && _componentStorage.TryGetPool<T5>(out var pool5) && _componentStorage.TryGetPool<T6>(out var pool6) && _componentStorage.TryGetPool<T7>(out var pool7)))
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return default;
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return new QueryEnumerable<T0, T1, T2, T3, T4, T5, T6, T7>(
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this,
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pool0, pool1, pool2, pool3, pool4, pool5, pool6, pool7,
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pool0.Count);
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}
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} |