feat(engine): C++ native script system (ScriptBehavior + registry)

ScriptComponent stores only a script name string (POD, serializable);
instances are reconciled by ScriptRuntime each frame (PhysicsWorld
pattern): orphan/rename cleanup with OnDestroy, per-name instantiation
from a file-level self-registering registry (ENGINE_REGISTER_SCRIPT),
OnCreate on bind, OnUpdate after physics step on scaled dt. Engine
framerate loop only sees the base interface, so future Lua/C# behaviors
plug in as foreign ScriptBehavior implementations with zero engine
changes. Ships a Spinner sample script and Inspector script picker.
This commit is contained in:
2026-10-03 18:02:49 +08:00
parent ea6beee593
commit 3403822a52
10 changed files with 348 additions and 2 deletions
+3
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@@ -36,6 +36,7 @@ namespace Engine {
class Renderer;
class ImGuiLayer;
class PhysicsWorld;
namespace Scripting { class ScriptRuntime; }
namespace ECS { class Scene; }
namespace Assets { class AssetManager; }
@@ -73,6 +74,7 @@ namespace Engine {
ECS::Scene& GetScene() const { return *m_Scene; }
Assets::AssetManager& GetAssets() const { return *m_Assets; }
PhysicsWorld& GetPhysics() const { return *m_Physics; }
Scripting::ScriptRuntime& GetScripts() const { return *m_Scripts; }
u64 GetFrameCount() const { return m_FrameCount; }
// ImGui相关
@@ -120,6 +122,7 @@ namespace Engine {
Scope<Renderer> m_Renderer;
Scope<Assets::AssetManager> m_Assets;
Scope<PhysicsWorld> m_Physics; // Jolt 物理(Run 起循环时创建)
Scope<Scripting::ScriptRuntime> m_Scripts; // 脚本生命周期(Run 起循环时创建)
// 注意成员序:ImGuiLayer 必须后声明(先于 Renderer/Window 析构,
// 其后端销毁需要 Device 与 GLFWwindow 存活)
Scope<ImGuiLayer> m_ImGuiLayer;
+9
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@@ -274,6 +274,15 @@ namespace Engine::ECS {
// 实体原点 = 脚底(胶囊底端),符合角色 pivot 习惯
};
// 脚本组件:只存脚本类名(注册表键,POD 可序列化)。C++ 原生脚本经
// ENGINE_REGISTER_SCRIPT 自注册;将来 Lua/C# 脚本同键解析。
// 实例生命周期由 ScriptRuntime 对账管理(不进组件,保持可拷贝)
struct ScriptComponent {
std::string scriptName;
bool operator==(const ScriptComponent&) const = default;
};
} // namespace Engine::ECS
#endif //HELLOVULKAN_COMPONENTS_H
+115
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@@ -0,0 +1,115 @@
//
// Script.h:C++ 原生脚本设施(行为基类 + 按名注册表)。
//
// 设计参照 UE:脚本 = 挂在实体上的行为对象 + 统一基类生命周期
//(OnCreate/OnUpdate/OnDestroy,BeginPlay/Tick 语义)。引擎帧循环只认
// 基类接口——将来接 Lua/C# 时各实现一种 foreign behavior(内部持
// VM 状态),引擎零改动。
//
// 组件只存 scriptName 字符串(POD,序列化天然支持:Lua/C# 同样按名
// 解析);实例由 ScriptRuntime 对账式管理(照 PhysicsWorld 模式),
// 不进组件——组件可拷贝/可比较。
//
// 脚本作者注意:
// OnCreate/OnUpdate 阶段实体与组件已就位(假定所需组件存在);
// OnDestroy 只做自身清理——可能因实体销毁触发,句柄已失效。
//
#ifndef HELLOVULKAN_SCRIPT_H
#define HELLOVULKAN_SCRIPT_H
#include <Engine/Core/Types.h>
#include <Engine/ECS/Components.h>
#include <Engine/ECS/Scene.h>
#include <string>
#include <unordered_map>
#include <vector>
namespace Engine {
namespace Scripting {
class ScriptBehavior {
public:
virtual ~ScriptBehavior() = default;
// 注册表键(= 组件 scriptName),须与 ENGINE_REGISTER_SCRIPT 名一致
virtual const char* Name() const = 0;
// 生命周期(吃 scaled dt:编辑器暂停 timeScale=0 时自然停摆)
virtual void OnCreate() {}
virtual void OnUpdate(f32 dt) {}
virtual void OnDestroy() {}
protected:
// 便捷访问:绑定实体的 TransformComponent
ECS::TransformComponent& Transform() {
return m_Scene->GetRegistry().get<ECS::TransformComponent>(m_Entity);
}
template<typename T>
T& Get() {
return m_Scene->GetRegistry().get<T>(m_Entity);
}
bool Valid() const { return m_Scene != nullptr && m_Entity != entt::null; }
private:
friend class ScriptRuntime;
void Bind(ECS::Scene& scene, entt::entity e) {
m_Scene = &scene;
m_Entity = e;
}
ECS::Scene* m_Scene = nullptr;
entt::entity m_Entity = entt::null;
};
// ---- 按名注册表:脚本类文件级自注册,运行时按名实例化 ----
class ScriptRegistry {
public:
using Factory = Scope<ScriptBehavior> (*)();
static void Register(const std::string& name, Factory f) {
Map()[name] = f;
Names().push_back(name); // Inspector 下拉用(保持注册序)
}
static Scope<ScriptBehavior> Create(const std::string& name) {
auto& m = Map();
const auto it = m.find(name);
return it != m.end() ? it->second() : nullptr;
}
static bool Contains(const std::string& name) {
return Map().count(name) != 0;
}
static std::vector<std::string>& Names() {
static std::vector<std::string> v;
return v;
}
private:
static std::unordered_map<std::string, Factory>& Map() {
static std::unordered_map<std::string, Factory> m;
return m;
}
};
} // namespace Scripting
} // namespace Engine
// 文件级自注册:脚本 cpp 里写一行即可,Inspector 下拉与序列化按
// 类名(字符串)解析。T 须默认可构造并继承 ScriptBehavior
#define ENGINE_REGISTER_SCRIPT(T) \
static const bool s_##T##_registered = [] { \
::Engine::Scripting::ScriptRegistry::Register( \
#T, []() -> ::Engine::Scope< \
::Engine::Scripting::ScriptBehavior> { \
return ::Engine::CreateScope<T>(); \
}); \
return true; \
}();
#endif //HELLOVULKAN_SCRIPT_H
@@ -0,0 +1,42 @@
//
// ScriptRuntime.h:脚本生命周期驱动。对账式管理(组件加/删/改名 ↔
// 实例建/毁),照 PhysicsWorld.SyncScene 模式——每帧对账,编辑器操作
// 即时生效,场景加载/实体销毁自动消化。
//
#ifndef HELLOVULKAN_SCRIPT_RUNTIME_H
#define HELLOVULKAN_SCRIPT_RUNTIME_H
#include <Engine/Core/Types.h>
#include <Engine/ECS/Scene.h>
#include <Engine/Scripting/Script.h>
#include <unordered_map>
namespace Engine {
namespace Scripting {
// 实例簿记:行为对象 + OnCreate 是否已调
struct ScriptInstance {
Scope<ScriptBehavior> behavior;
bool created = false;
};
class ScriptRuntime {
public:
explicit ScriptRuntime(ECS::Scene& scene) : m_Scene(scene) {}
// 每帧调用(吃 scaled dt):对账 → OnCreate(新实例)→ OnUpdate
void Update(f32 dt);
private:
void Sync();
ECS::Scene& m_Scene;
std::unordered_map<u32, ScriptInstance> m_Instances; // entityBits
};
} // namespace Scripting
} // namespace Engine
#endif //HELLOVULKAN_SCRIPT_RUNTIME_H
+8
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@@ -7,6 +7,7 @@
#include <Engine/Core/Log.h>
#include <Engine/ECS/Scene.h>
#include <Engine/Physics/PhysicsWorld.h>
#include <Engine/Scripting/ScriptRuntime.h>
#include <Engine/Renderer/Renderer.h>
#include <Engine/Assets/AssetManager.h>
#include <Engine/Vulkan/Device.h>
@@ -102,6 +103,9 @@ namespace Engine {
// 物理调试图元 → 渲染侧(PhysicsDebugPass 每帧上传绘制)
m_Renderer->SetPhysicsDebugSource(&m_Physics->GetDebugFrame());
// 脚本生命周期(对账式,组件增删/改名即时生效)
m_Scripts = CreateScope<Scripting::ScriptRuntime>(*m_Scene);
while (m_Running) {
const auto frameStart = std::chrono::steady_clock::now();
@@ -121,6 +125,10 @@ namespace Engine {
// SyncScene 对账仍跑(拖静态体照常同步)
m_Physics->Step(frame.Dt());
// 脚本更新(物理之后、业务 OnUpdate 之前,Unity FixedUpdate→Update
// 语义;吃 scaled dt——timeScale=0 暂停时 dt=0 脚本自然停摆)
m_Scripts->Update(frame.Dt());
OnUpdate(frame);
// 延迟销毁在渲染前统一 flush,保证渲染遍历时池结构不变
+75
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@@ -0,0 +1,75 @@
//
// ScriptRuntime.cpp:脚本对账与生命周期驱动。
//
#include <Engine/Scripting/ScriptRuntime.h>
#include <Engine/Core/Log.h>
#include <Engine/ECS/Components.h>
namespace Engine {
namespace Scripting {
void ScriptRuntime::Update(f32 dt) {
Sync();
auto& reg = m_Scene.GetRegistry();
for (auto& [bits, inst] : m_Instances) {
const auto e = static_cast<entt::entity>(bits);
if (!reg.valid(e) || !reg.any_of<ECS::ScriptComponent>(e)) {
continue; // 延迟销毁队列里,下帧 Sync 清理
}
if (!inst.created) {
inst.behavior->OnCreate();
inst.created = true;
}
inst.behavior->OnUpdate(dt);
}
}
void ScriptRuntime::Sync() {
auto& reg = m_Scene.GetRegistry();
// 1. 孤儿/改名清理:实体或组件没了、脚本名变了 → OnDestroy + 删除
for (auto it = m_Instances.begin(); it != m_Instances.end();) {
const auto e = static_cast<entt::entity>(it->first);
const ECS::ScriptComponent* sc =
reg.valid(e) ? reg.try_get<ECS::ScriptComponent>(e) : nullptr;
const bool stale = !sc || !it->second.behavior ||
it->second.behavior->Name() != sc->scriptName;
if (stale) {
if (it->second.behavior) {
it->second.behavior->OnDestroy();
}
it = m_Instances.erase(it);
} else {
++it;
}
}
// 2. 缺失实例化:按名查注册表(未知名警告——场景含未注册脚本时
// 弱前向兼容,跳过不影响其余实体)
const auto view = reg.view<ECS::ScriptComponent>();
for (auto [e, sc] : view.each()) {
const u32 bits = static_cast<u32>(entt::to_integral(e));
if (m_Instances.contains(bits) || sc.scriptName.empty()) {
continue;
}
auto behavior = ScriptRegistry::Create(sc.scriptName);
if (!behavior) {
ENGINE_WARN("Script '{}' not registered (entity {})",
sc.scriptName, bits);
continue;
}
behavior->Bind(m_Scene, e);
ScriptInstance inst;
inst.behavior = std::move(behavior);
inst.behavior->OnCreate(); // Unity Awake 语义:实例化即回调
inst.created = true;
m_Instances.emplace(bits, std::move(inst));
}
}
} // namespace Scripting
} // namespace Engine
@@ -343,6 +343,14 @@ namespace Engine::Serialization {
out << YAML::EndMap;
}
// 脚本只存类名(注册表键);未注册名字加载后运行时警告跳过
if (const auto* sc = reg.try_get<ECS::ScriptComponent>(e)) {
out << YAML::Key << "Script" << YAML::Value << YAML::BeginMap;
out << YAML::Key << "ScriptName" << YAML::Value
<< sc->scriptName;
out << YAML::EndMap;
}
out << YAML::EndMap; // Components
out << YAML::EndMap; // Entity
}
@@ -628,6 +636,12 @@ namespace Engine::Serialization {
cc.stepHeight = n["StepHeight"].as<f32>(cc.stepHeight);
// 状态(速度/着地)由 PhysicsWorld 对账重建,不存
}
// 脚本:只存类名;未注册名字由 ScriptRuntime 运行时警告跳过
if (const YAML::Node n = comps["Script"]) {
auto& sc = handle.AddComponent<ECS::ScriptComponent>();
sc.scriptName = n["ScriptName"].as<std::string>("");
}
}
// 加载在 OnImGuiRender 段,错过本帧 UpdateTransforms: