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.
51 lines
1.8 KiB
C#
51 lines
1.8 KiB
C#
using Ghost.Editor.Core.SceneGraph;
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using Ghost.Entities;
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using Ghost.UnitTest.TestFramework;
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using System.Text.Json;
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namespace Ghost.UnitTest.Test;
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internal class SerializationTest : ITest
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{
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private const string _TEST_FILE_PATH = "C:/Users/Misaki/Downloads/testScene.ghostscene";
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public void Run()
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{
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var testWorld = World.Create();
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var entity1 = SceneGraphHelpers.CreateEntityNode(testWorld, "entity 1");
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var entity2 = SceneGraphHelpers.CreateEntityNode(testWorld, "entity 2");
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var entity3 = SceneGraphHelpers.CreateEntityNode(testWorld, "entity 3");
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var entity4 = SceneGraphHelpers.CreateEntityNode(testWorld, "entity 4");
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var entity5 = SceneGraphHelpers.CreateEntityNode(testWorld, "entity 5");
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var testScene = new WorldNode(testWorld, "Test Scene");
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testWorld.SystemStorage.AddSystem<TestSystem>();
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SceneGraphHelpers.AttachChild(testScene, entity1, entity2);
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SceneGraphHelpers.AttachChild(testScene, entity1, entity3);
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SceneGraphHelpers.AttachChild(testScene, entity2, entity4);
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testScene.AddChild(entity1);
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testScene.AddChild(entity5);
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var createStream = new FileStream(_TEST_FILE_PATH, FileMode.Create, FileAccess.Write, FileShare.None);
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var options = new JsonSerializerOptions
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{
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WriteIndented = true,
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IncludeFields = true,
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IgnoreReadOnlyProperties = true,
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};
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JsonSerializer.Serialize(createStream, testScene, options);
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createStream.Dispose();
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testWorld.Dispose();
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var readStream = new FileStream(_TEST_FILE_PATH, FileMode.Open, FileAccess.Read, FileShare.Read);
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var deserializedScene = JsonSerializer.Deserialize<WorldNode>(readStream, options) ?? throw new Exception("Deserialization failed.");
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deserializedScene.LoadAsync();
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}
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} |