Nerfed/Nerfed.Editor/Systems/EditorHierarchyWindow.cs
max 91b4f5fafb 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
2024-10-15 00:41:45 +02:00

61 lines
2.1 KiB
C#

using ImGuiNET;
using MoonTools.ECS;
using Nerfed.Runtime.Components;
namespace Nerfed.Editor.Systems
{
internal class EditorHierarchyWindow : MoonTools.ECS.DebugSystem
{
private readonly Filter rootEntitiesWithTransformFilter;
private readonly Filter rootEntitiesFilterBroken;
private readonly Filter rootEntitiesFilter;
public EditorHierarchyWindow(World world) : base(world)
{
rootEntitiesWithTransformFilter = FilterBuilder.Include<LocalTransform>().Exclude<Child>().Build();
// TODO: this doesn't work.
rootEntitiesFilterBroken = FilterBuilder.Exclude<Child>().Build();
// Maybe the parent/child functions should add a root component when not being a child.
rootEntitiesFilter = FilterBuilder.Include<Root>().Build();
// 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.
// The version would update each time something changes on the entity.
//
}
public override void Update(TimeSpan delta)
{
ImGui.Begin("Hierarchy");
foreach (Entity entity in rootEntitiesWithTransformFilter.Entities)
{
DrawEntityAndChildren(entity);
}
ImGui.NewLine();
foreach (Entity entity in rootEntitiesFilter.Entities)
{
DrawEntityAndChildren(entity);
}
ImGui.End();
}
private void DrawEntityAndChildren(in Entity entity, int depth = 0)
{
string label = new string(' ', depth);
ImGui.Text($"{label}{entity.ID} | {GetTag(entity)}");
depth++;
ReverseSpanEnumerator<Entity> childEntities = World.InRelations<ChildParentRelation>(entity);
foreach (Entity childEntity in childEntities)
{
DrawEntityAndChildren(childEntity, depth);
}
}
}
}