feat(editor): multi-script entities + asset browser panel
ScriptComponent now holds a list of {name, active} items (Unity
semantics: one entity, many scripts, each with its own enable bit;
component-level active stays as the master switch). ScriptRuntime
reconciles instances by name per entity -- rename/remove destroys
only the affected instances, untouched ones keep ticking. Scenes
persist Script.Items; old single-script key still loads.
AssetBrowserPanel (lightweight Unity Project window): fixed roots
(assets/scenes) as tabs, recursive directory tree, file list with
type filter (models/textures/scenes) and name substring filter,
double-click preloads models/HDRs into the asset caches (path-
deduped). Scene files point to the File menu for now; drag & drop
is a later iteration. Docked with Stats by default in fresh layouts.
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//
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// AssetBrowserPanel:项目资产浏览器(Unity Project 窗口简化版)。
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//
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// 左侧目录树 + 右侧文件列表(类型过滤 + 名字过滤)。与 AssetManager
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// 的集成点是"双击预热":model/HDR 进缓存去重(重复双击零成本),
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// .scene 提示走 File 菜单(加载含环境恢复/选中清理等流程,不在面板
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// 重复)。拖拽到视口/Inspector 属后续迭代。
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//
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// 目录每帧扫描:项目级目录条目有限(几十量级),filesystem 迭代开销
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// 可忽略;资产规模上来后再加缓存脏标。
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//
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#ifndef HELLOVULKAN_ASSETBROWSERPANEL_H
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#define HELLOVULKAN_ASSETBROWSERPANEL_H
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#include "EditorContext.h"
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#include <filesystem>
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#include <string>
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class AssetBrowserPanel {
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public:
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void Draw(const EditorContext& ctx);
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private:
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// 目录树节点(递归);右侧列表画 dir 下的文件
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void DrawDirTree(const EditorContext& ctx,
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const std::filesystem::path& dir);
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void DrawFileList(const EditorContext& ctx,
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const std::filesystem::path& dir);
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// 固定根(下标即身份):项目资产 / 场景文件
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int m_Root = 0;
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// 类型过滤(0 = All;其余见 kTypeNames)
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int m_TypeFilter = 0;
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// 名字子串过滤(空 = 不过滤)
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char m_NameFilter[64] = "";
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};
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#endif //HELLOVULKAN_ASSETBROWSERPANEL_H
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