Ecs changes

- BitArray has always at least sizeof(uint) bits
- Renamed Entity to EcsEntity
- Added value parameter to EcsWorld.AssignComponent
- Matched EcsWorld generic parameters
- Added Scene
- Added Entity
This commit is contained in:
Simon Lübeß
2022-02-28 23:34:52 +01:00
parent ba5ccd7107
commit 9197a209d6
16 changed files with 270 additions and 100 deletions
+18 -16
View File
@@ -9,26 +9,28 @@ namespace GlitchyEditor
{
class Editor
{
private EcsWorld _world;
private EcsWorld _ecsWorld;
private Scene _scene;
private EntityHierarchyWindow _entityHierarchyWindow = new .(this) ~ delete _;
private ComponentEditWindow _componentEditWindow = new .(this) ~ delete _;
private SceneViewportWindow _sceneViewportWindow = new .(this) ~ delete _;
private List<Entity> _selectedEntities = new .() ~ delete _;
private List<EcsEntity> _selectedEntities = new .() ~ delete _;
public EcsWorld World => _world;
public EcsWorld World => _ecsWorld;
public List<Entity> SelectedEntities => _selectedEntities;
public List<EcsEntity> SelectedEntities => _selectedEntities;
public EntityHierarchyWindow EntityHierarchyWindow => _entityHierarchyWindow;
public ComponentEditWindow ComponentEditWindow => _componentEditWindow;
public SceneViewportWindow SceneViewportWindow => _sceneViewportWindow;
/// Creates a new editor for the given world
public this(EcsWorld world)
public this(Scene scene)
{
_world = world;
_scene = scene;
_ecsWorld = _scene.[Friend]_ecsWorld;
}
public void Update()
@@ -39,14 +41,14 @@ namespace GlitchyEditor
}
/// Creates a new entity with a transform component.
internal Entity CreateEntityWithTransform()
internal EcsEntity CreateEntityWithTransform()
{
var entity = _world.NewEntity();
var entity = _ecsWorld.NewEntity();
var transformComponent = ref *_world.AssignComponent<TransformComponent>(entity);
var transformComponent = ref *_ecsWorld.AssignComponent<TransformComponent>(entity);
transformComponent = TransformComponent();
var nameComponent = ref *_world.AssignComponent<DebugNameComponent>(entity);
var nameComponent = ref *_ecsWorld.AssignComponent<DebugNameComponent>(entity);
nameComponent.SetName("Entity");
return entity;
@@ -56,11 +58,11 @@ namespace GlitchyEditor
/// Returns whether or not all selected entities have the same parent.
internal bool AllSelectionsOnSameLevel()
{
Entity? parent = .InvalidEntity;
EcsEntity? parent = .InvalidEntity;
for(var selectedEntity in _selectedEntities)
{
var parentComponent = _world.GetComponent<ParentComponent>(selectedEntity);
var parentComponent = _ecsWorld.GetComponent<ParentComponent>(selectedEntity);
if(parent == .InvalidEntity)
{
@@ -76,9 +78,9 @@ namespace GlitchyEditor
}
/// Finds all children of the given entity and stores their IDs in the given list.
internal void FindChildren(Entity entity, List<Entity> entities)
internal void FindChildren(EcsEntity entity, List<EcsEntity> entities)
{
for(var (child, childParent) in _world.Enumerate<ParentComponent>())
for(var (child, childParent) in _ecsWorld.Enumerate<ParentComponent>())
{
if(childParent.Entity == entity)
{
@@ -93,7 +95,7 @@ namespace GlitchyEditor
/// Deletes all selected entities and their children.
internal void DeleteSelectedEntities()
{
List<Entity> entities = scope .();
List<EcsEntity> entities = scope .();
for(var entity in _selectedEntities)
{
@@ -104,7 +106,7 @@ namespace GlitchyEditor
for(var entity in entities)
{
_world.RemoveEntity(entity);
_ecsWorld.RemoveEntity(entity);
}
_selectedEntities.Clear();