Files
GhostEngine/Ghost.Entities/Template/QueryRefComponent.tt
Misaki 1724072f7e Add component editors and UI controls
Added the `HierarchyEditor` and `LocalToWorldEditor` classes to implement custom component editing functionality.
Added the `Vector3Field` control for 3D vector manipulation and its corresponding XAML definition.
Added the `ComponentDataView` and `ComponentObject` classes to manage component data display and access.
Added the `CustomEditorAttribute` to mark classes as custom editors for specific components.

Changed the `IInspectable` interface to use properties for `Icon`, `HeaderContent`, and `InspectorContent`.
Changed the `PropertyField` class to enhance UI control binding capabilities.
Changed the `EditorWorldManager` to improve world data loading and deserialization processes.
Changed the `EntityNode` and `WorldNode` classes to update entity construction and component querying.
Changed the `StaticResource` class to include new binding flags for component properties.
Changed the `InspectorService` to remove old contract references and adopt new interfaces.
Changed the `QueryEnumerable` and related files to update generic constraints for improved type safety.
Changed the `QueryItem` class to reflect new generic constraints and enhance deconstruction.
Changed the `World.Query` methods to utilize the updated generic constraints.

Updated the `SerializationTest` to align with new entity creation and management practices.
2025-06-20 20:19:14 +09:00

21 lines
585 B
Plaintext

<#@ template language="C#" #>
<#@ output extension=".cs" #>
<#@ import namespace="System.Text" #>
<#@ include file="Helpers.ttinclude" #>
using Ghost.Entities.Components;
namespace Ghost.Entities;
<#
for (var index = 1; index <= Amount; index++)
{
var generics = AppendGenerics(index);
var parameters = AppendGenericRefParameters(index);
var restrictions = AppendGenericRestrictions(index, "unmanaged, IComponentData");
#>
public delegate void QueryRefComponent<<#= generics #>>(Entity entity, <#= parameters.ToString() #>)
<#= restrictions.ToString() #>;
<#
}
#>