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