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.
30 lines
915 B
C#
30 lines
915 B
C#
using Ghost.Entities;
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using System;
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using System.Linq;
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namespace Ghost.Editor.Utilities;
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public static class ComponentTypeCache
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{
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private static readonly Type?[][] _componentTypes;
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static ComponentTypeCache()
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{
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_componentTypes = new Type[World.WorldCount][];
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for (var i = 0; i < World.WorldCount; i++)
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{
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var world = World.GetWorld(i);
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var typeHandles = world.ComponentStorage.ComponentPools.Keys;
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_componentTypes[i] = typeHandles.Select(handle => Type.GetTypeFromHandle(RuntimeTypeHandle.FromIntPtr(handle))).ToArray();
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}
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}
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public static Type?[] GetComponentTypes(int worldIndex)
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{
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if (worldIndex < 0 || worldIndex >= _componentTypes.Length)
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{
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throw new ArgumentOutOfRangeException(nameof(worldIndex), "Invalid world index.");
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}
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return _componentTypes[worldIndex];
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}
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} |