Changed the `ProjectRepository` class to be static for easier usage. Changed `ProjectService` constants to public properties for accessibility. Changed `App.xaml` to consolidate theme resources into `Override.xaml`. Changed `App.xaml.cs` to implement an `AppStateMachine` for better state management. Changed `ConsolePage` and `HierarchyPage` to utilize the new ViewModel structure. Changed `ProjectPage` to use the `ExplorerItem` model for asset display. Changed `Entity` and `EntityManager` to enhance component management with a new `IComponentData` interface. Changed the `Logger` class to introduce structured logging functionality. Changed the system architecture to support dependency management for better organization. Changed the `QueryEnumerable` class to allow for more flexible entity queries. Changed the `TypeHandle` class to improve efficiency in retrieving type handles. Changed the `World` class to support robust world management and multiple worlds. Updated the `Test` class to demonstrate the new entity and component management system.
96 lines
2.0 KiB
C#
96 lines
2.0 KiB
C#
namespace Ghost.Entities.Components;
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public abstract class ScriptComponent : IComponentData
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{
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private bool _enable = true;
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/// <summary>
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/// Gets or sets a value indicating whether this script component is enabled.
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/// </summary>
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public bool Enable
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{
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get => _enable;
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set
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{
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if (_enable == value)
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{
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return;
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}
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_enable = value;
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if (_enable)
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{
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OnEnable();
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}
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else
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{
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OnDisable();
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}
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}
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}
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/// <summary>
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/// Gets the entity that owns this script component.
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/// </summary>
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public Entity Owner
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{
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get;
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internal set;
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}
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/// <summary>
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/// Gets or sets the priority of the script component.
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/// Change this during runtime does not affect the execution order.
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/// </summary>
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public virtual int ExecutionOrder => 0;
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/// <summary>
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/// Called when the script component is enabled.
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/// </summary>
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public virtual void OnEnable()
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{
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}
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/// <summary>
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/// Called when the script component is disabled.
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/// </summary>
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public virtual void OnDisable()
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{
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}
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/// <summary>
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/// Called when the script component is started.
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/// </summary>
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public virtual void Start()
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{
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}
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/// <summary>
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/// Called every frame.
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/// </summary>
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public virtual void Update()
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{
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}
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/// <summary>
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/// Called every frame after all Update methods have been called.
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/// </summary>
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public virtual void LateUpdate()
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{
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}
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/// <summary>
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/// Called at a fixed interval.
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/// This method is called at a fixed time step, independent of the frame rate.
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/// </summary>
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public virtual void FixedUpdate()
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{
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}
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/// <summary>
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/// Called when the script component is destroyed.
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/// </summary>
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public virtual void OnDestroy()
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{
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}
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} |