refactor(physics): rename isSensor to isTrigger (Unity/UE terminology)
UE calls it Trigger (Overlap Events / Trigger preset) and Unity's UI says "Is Trigger"; "sensor" is the physics-backend term (Jolt sensor, Box2D sensor). Rename the component/record flag and the Inspector label. Scene files now persist "IsTrigger" with backward-compatible read of the old "IsSensor" key.
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@@ -306,7 +306,7 @@ namespace Engine::Serialization {
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out << YAML::Key << "Friction" << YAML::Value << rb->friction;
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out << YAML::Key << "Restitution" << YAML::Value
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<< rb->restitution;
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out << YAML::Key << "IsSensor" << YAML::Value << rb->isSensor;
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out << YAML::Key << "IsTrigger" << YAML::Value << rb->isTrigger;
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// bodyId/bodyValid/velocity 由 PhysicsWorld 对账重建,不存
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out << YAML::Key << "Active" << YAML::Value << rb->active;
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out << YAML::EndMap;
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@@ -616,7 +616,9 @@ namespace Engine::Serialization {
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rb.gravityScale = n["GravityScale"].as<f32>(rb.gravityScale);
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rb.friction = n["Friction"].as<f32>(rb.friction);
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rb.restitution = n["Restitution"].as<f32>(rb.restitution);
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rb.isSensor = n["IsSensor"].as<bool>(rb.isSensor);
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// 新键 IsTrigger;旧场景 IsSensor 兼容读(缺键 as 返回 fallback 安全)
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rb.isTrigger = n["IsTrigger"].as<bool>(
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n["IsSensor"].as<bool>(rb.isTrigger));
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rb.active = n["Active"].as<bool>(true);
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// bodyId/bodyValid/velocity 保持默认(对账重建)
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}
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