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.
This commit is contained in:
2026-10-04 00:43:06 +08:00
parent 74a2044441
commit ab7a43a686
9 changed files with 459 additions and 63 deletions
+13 -4
View File
@@ -282,12 +282,21 @@ 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。
// 脚本组件:多脚本挂载(Unity 语义——一个 GameObject 挂 N 个
// MonoBehaviour,各自有 enabled)。每项 = 脚本类名(注册表键,
// 将来 Lua/C# 同键解析)+ 独立启停位;组件级 active 是总开关。
// 实例生命周期由 ScriptRuntime 对账管理(不进组件,保持可拷贝)
struct ScriptComponent {
bool active = true; // 禁用 = 实例保留但停 OnUpdate(Unity disable)
std::string scriptName;
// 单个脚本项
struct Item {
std::string name;
bool active = true; // 禁用 = 实例保留但停 OnUpdate
bool operator==(const Item&) const = default;
};
bool active = true; // 组件总开关(全部停 tick,实例保留)
std::vector<Item> items;
bool operator==(const ScriptComponent&) const = default;
};
@@ -1,8 +1,11 @@
//
// ScriptRuntime.h:脚本生命周期驱动。对账式管理(组件加/删/改名 ↔
// ScriptRuntime.h:脚本生命周期驱动。对账式管理(组件项加/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。
//
// 多脚本:一个实体可挂任意多个脚本项(ScriptComponent::items),实例
// 按名字与 items 对账——重命名/删除走 OnDestroy 清理,未动的实例不重建。
//
#ifndef HELLOVULKAN_SCRIPT_RUNTIME_H
#define HELLOVULKAN_SCRIPT_RUNTIME_H
@@ -12,6 +15,7 @@
#include <Engine/Scripting/Script.h>
#include <unordered_map>
#include <vector>
namespace Engine {
@@ -37,8 +41,9 @@ namespace Engine {
void Sync();
ECS::Scene& m_Scene;
Application* m_App; // 注入脚本上下文
std::unordered_map<u32, ScriptInstance> m_Instances; // entityBits
Application* m_App; // 注入脚本上下文
// entityBits → 实例列表(成员按名字与 items 对齐,无序)
std::unordered_map<u32, std::vector<ScriptInstance>> m_Instances;
};
} // namespace Scripting
+82 -31
View File
@@ -1,5 +1,5 @@
//
// ScriptRuntime.cpp:脚本对账与生命周期驱动。
// ScriptRuntime.cpp:脚本对账与生命周期驱动(多脚本挂载)。
//
#include <Engine/Scripting/ScriptRuntime.h>
@@ -7,6 +7,8 @@
#include <Engine/Core/Log.h>
#include <Engine/ECS/Components.h>
#include <algorithm>
namespace Engine {
namespace Scripting {
@@ -20,7 +22,7 @@ namespace Engine {
Sync();
auto& reg = m_Scene.GetRegistry();
for (auto& [bits, inst] : m_Instances) {
for (auto& [bits, list] : m_Instances) {
const auto e = static_cast<entt::entity>(bits);
const ECS::ScriptComponent* sc = reg.valid(e)
? reg.try_get<ECS::ScriptComponent>(e) : nullptr;
@@ -28,57 +30,106 @@ namespace Engine {
continue; // 延迟销毁队列里,下帧 Sync 清理
}
if (!sc->active) {
continue; // 禁用 = 保留实例停 tick(Unity disable 语义)
continue; // 组件总开关:全部实例停 tick(Unity disable)
}
if (!inst.created) {
inst.behavior->OnCreate();
inst.created = true;
for (auto& inst : list) {
if (!inst.behavior) {
continue;
}
// per-script 启停:按名查项(对账保证存在;新项要
// 下帧 Sync 才有实例,这里查不到就跳过)
const auto item = std::find_if(
sc->items.begin(), sc->items.end(),
[&](const ECS::ScriptComponent::Item& it) {
return it.name == inst.behavior->Name();
});
if (item == sc->items.end() || !item->active) {
continue; // 禁用 = 实例保留停 OnUpdate
}
if (!inst.created) {
inst.behavior->OnCreate();
inst.created = true;
}
inst.behavior->OnUpdate(dt);
}
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
// 1. 孤儿/改名清理:实体或组件没了 → 整组 OnDestroy;
// 实例名不在 items 里(改名/移除)→ 单个 OnDestroy
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();
reg.valid(e) ? reg.try_get<ECS::ScriptComponent>(e)
: nullptr;
if (!sc) {
for (auto& inst : it->second) {
if (inst.behavior) {
inst.behavior->OnDestroy();
}
}
it = m_Instances.erase(it);
continue;
}
auto& list = it->second;
for (auto li = list.begin(); li != list.end();) {
const bool keep = li->behavior &&
std::any_of(sc->items.begin(), sc->items.end(),
[&](const ECS::ScriptComponent::Item& item) {
return item.name == li->behavior->Name();
});
if (keep) {
++li;
continue;
}
if (li->behavior) {
li->behavior->OnDestroy();
}
li = list.erase(li);
}
if (list.empty()) {
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)
// 2. 缺失实例化:逐项按名查注册表(未知名警告——场景含未注册
// 脚本时弱前向兼容,跳过不影响其余脚本)
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, m_App);
auto& list = m_Instances[bits];
for (const auto& item : sc.items) {
if (item.name.empty()) {
continue;
}
const bool exists = std::any_of(
list.begin(), list.end(),
[&](const ScriptInstance& inst) {
return inst.behavior &&
inst.behavior->Name() == item.name;
});
if (exists) {
continue;
}
auto behavior = ScriptRegistry::Create(item.name);
if (!behavior) {
ENGINE_WARN("Script '{}' not registered (entity {})",
item.name, bits);
continue;
}
behavior->Bind(m_Scene, e, m_App);
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));
ScriptInstance inst;
inst.behavior = std::move(behavior);
inst.behavior->OnCreate(); // Unity Awake 语义:实例化即回调
inst.created = true;
list.push_back(std::move(inst));
}
}
}
+27 -5
View File
@@ -350,12 +350,20 @@ 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
// 脚本:多脚本列表(每项 = 名字 + 独立启停位);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::Key << "Active" << YAML::Value << sc->active;
out << YAML::Key << "Items" << YAML::Value << YAML::BeginSeq;
for (const auto& item : sc->items) {
// flow map 单行一项,与场景格式定案一致
out << YAML::BeginMap;
out << YAML::Key << "Name" << YAML::Value << item.name;
out << YAML::Key << "Active" << YAML::Value << item.active;
out << YAML::EndMap;
}
out << YAML::EndSeq;
out << YAML::EndMap;
}
@@ -655,11 +663,25 @@ namespace Engine::Serialization {
// 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
// 脚本:优先读多脚本 Items;无 Items 回退旧单脚本键(向前兼容)
if (const YAML::Node n = comps["Script"]) {
auto& sc = handle.AddComponent<ECS::ScriptComponent>();
sc.scriptName = n["ScriptName"].as<std::string>("");
sc.active = n["Active"].as<bool>(true);
if (const YAML::Node items = n["Items"]) {
for (const auto& it : items) {
ECS::ScriptComponent::Item item;
item.name = it["Name"].as<std::string>("");
item.active = it["Active"].as<bool>(true);
sc.items.push_back(std::move(item));
}
} else {
// 旧格式:Script: {ScriptName: ..., Active: ...}
ECS::ScriptComponent::Item item;
item.name = n["ScriptName"].as<std::string>("");
if (!item.name.empty()) {
sc.items.push_back(std::move(item));
}
}
}
}