Changed the project structure to reflect a shift from `Ghost.App` to `Ghost.Editor`, updating namespaces and class names throughout. Changed the application class in `App.xaml` and `App.xaml.cs` from `GhostApplication` to `EditorApplication`. Changed several service interfaces to reside under `Ghost.Editor.Services.Contracts`, including `IInspectorService`, `INotificationService`, and `IProgressService`. Added `InspectorView` and `InspectorViewModel` classes to manage inspector functionality. Added `NavigationTabView` and `NavigationTabPage` classes to facilitate navigation within the editor. Enhanced `WorldNode` and `EntityNode` classes to support scene graph functionality, including serialization and entity management. Updated the project file `Ghost.Editor.csproj` to reflect the new structure and removed old references. Modified the solution file `GhostEngine.sln` to remove references to `Ghost.App` and include `Ghost.Editor`. Updated unit tests to align with the new namespaces and project structure.
53 lines
1.7 KiB
C#
53 lines
1.7 KiB
C#
using Ghost.Editor.Resources;
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using Ghost.Editor.Services.Contracts;
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using Ghost.Engine.Resources;
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using System.Text.Json;
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namespace Ghost.Editor.Core.SceneGraph;
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public enum OpenWorldMode
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{
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Single,
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Additive,
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AdditiveWithoutLoading
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}
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public static class EditorWorldManager
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{
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// TODO: Use guid keys instead of string paths for better performance and uniqueness
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private static readonly Dictionary<string, WorldNode> _loadedWorlds = new();
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public static IEnumerable<WorldNode> LoadedWorlds => _loadedWorlds.Values;
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public static event Action<WorldNode>? OnWorldLoaded;
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public static event Action<WorldNode>? OnWorldUnloaded;
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public static async Task LoadWorld(string worldPath)
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{
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if (_loadedWorlds.ContainsKey(worldPath)
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|| !File.Exists(worldPath)
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|| Path.GetExtension(worldPath) != FileExtensions.SCENE_FILE_EXTENSION)
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{
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return;
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}
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var progressService = EditorApplication.GetService<IProgressService>();
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progressService.ShowIndeterminateProgress("Loading world...");
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foreach (var world in _loadedWorlds)
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{
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world.Value.Unload();
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OnWorldUnloaded?.Invoke(world.Value);
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}
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await using var readStream = new FileStream(worldPath, FileMode.Open, FileAccess.Read, FileShare.Read);
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var deserializedScene = await JsonSerializer.DeserializeAsync<WorldNode>(readStream, StaticResource.defaultSerializerOptions) ?? throw new Exception("Deserialization failed.");
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_loadedWorlds.Clear();
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_loadedWorlds[worldPath] = deserializedScene;
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await deserializedScene.LoadAsync();
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progressService.HideProgress();
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OnWorldLoaded?.Invoke(deserializedScene);
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}
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} |