hierachy and parent child system updates
- started working on an editor hierarchy window - testing filters - testing parent child relations without system - testing root component - thinking about how to get all entities that are not a child, but also don't have an other identifying component
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60
Nerfed.Editor/Systems/EditorHierarchyWindow.cs
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60
Nerfed.Editor/Systems/EditorHierarchyWindow.cs
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using ImGuiNET;
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using MoonTools.ECS;
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using Nerfed.Runtime.Components;
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namespace Nerfed.Editor.Systems
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{
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internal class EditorHierarchyWindow : MoonTools.ECS.DebugSystem
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{
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private readonly Filter rootEntitiesWithTransformFilter;
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private readonly Filter rootEntitiesFilterBroken;
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private readonly Filter rootEntitiesFilter;
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public EditorHierarchyWindow(World world) : base(world)
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{
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rootEntitiesWithTransformFilter = FilterBuilder.Include<LocalTransform>().Exclude<Child>().Build();
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// TODO: this doesn't work.
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rootEntitiesFilterBroken = FilterBuilder.Exclude<Child>().Build();
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// Maybe the parent/child functions should add a root component when not being a child.
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rootEntitiesFilter = FilterBuilder.Include<Root>().Build();
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// Maybe instead of a root, if we need a component that is always on an entity and has some use we could create something like a VersionComponent which only hold an int.
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// The version would update each time something changes on the entity.
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//
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}
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public override void Update(TimeSpan delta)
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{
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ImGui.Begin("Hierarchy");
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foreach (Entity entity in rootEntitiesWithTransformFilter.Entities)
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{
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DrawEntityAndChildren(entity);
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}
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ImGui.NewLine();
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foreach (Entity entity in rootEntitiesFilter.Entities)
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{
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DrawEntityAndChildren(entity);
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}
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ImGui.End();
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}
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private void DrawEntityAndChildren(in Entity entity, int depth = 0)
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{
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string label = new string(' ', depth);
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ImGui.Text($"{label}{entity.ID} | {GetTag(entity)}");
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depth++;
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ReverseSpanEnumerator<Entity> childEntities = World.InRelations<ChildParentRelation>(entity);
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foreach (Entity childEntity in childEntities)
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{
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DrawEntityAndChildren(childEntity, depth);
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}
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}
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}
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}
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