chore(scripts): rename script API to GetComponent/TryGetComponent; misc
Clearer accessor naming on ScriptBehavior (Get -> GetComponent, TryGet -> TryGetComponent), WASDMove follows. Teleport marked const (JPH Ref does not propagate constness). Spinner: auto-rotation disabled for the moment, registration switched from the registration macro to an explicit lambda to verify the mechanism.
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@@ -55,7 +55,7 @@ namespace Engine {
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void Jump(f32 speed); // 垂直速度置 speed(着地方向才有效)
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bool IsGrounded() const;
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glm::vec3 GetPosition() const;
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void Teleport(const glm::vec3& position); // 编辑器拖动
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void Teleport(const glm::vec3& position) const; // 编辑器拖动
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const Params& GetParams() const { return m_Params; }
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@@ -51,12 +51,12 @@ namespace Engine {
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}
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template<typename T>
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T& Get() {
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T& GetComponent() {
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return m_Scene->GetRegistry().get<T>(m_Entity);
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}
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template<typename T>
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T* TryGet() {
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T* TryGetComponent() {
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return m_Scene->GetRegistry().try_get<T>(m_Entity);
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}
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@@ -84,7 +84,7 @@ namespace Engine {
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static_cast<f32>(p.GetZ())};
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}
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void CharacterController::Teleport(const glm::vec3 &position) {
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void CharacterController::Teleport(const glm::vec3 &position) const {
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m_Character->SetPosition(
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JPH::RVec3(position.x, position.y, position.z));
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}
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