新增脚本实体底座与碰撞事件:Spawn/Destroy + OnCollisionEnter/Exit + TestShoot 验收脚本
- ScriptBehavior::Spawn/Destroy:Scene::CreateEntity / 延迟销毁队列直达(实现下沉 ScriptRuntime.cpp,避 Application 不完整类型) - ScriptRuntime::DispatchCollisions:帧首把 PhysicsWorld::GetEvents 派发到涉事实例(Persisted 跳过、禁用不收;回调内 spawn/destroy 安全) - TestShoot:左键 spawn 动态球刚体子弹,OnCollisionEnter 命中点生成 ImpactFx 特效实体并自毁,超时防泄漏
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@@ -7,6 +7,9 @@
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#include <Engine/Core/Application.h>
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#include <Engine/Core/Log.h>
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#include <Engine/ECS/Components.h>
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#include <Engine/ECS/EntityHandle.h>
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#include <Engine/Physics/PhysicsEvents.h>
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#include <Engine/Physics/PhysicsWorld.h>
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#include <algorithm>
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@@ -19,6 +22,16 @@ namespace Engine {
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return *m_App;
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}
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// ---- 场景实体 spawn/destroy 底座(声明在 Script.h,实现下沉
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// 此处——Application 完整类型只在 cpp 可见)----
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ECS::EntityHandle ScriptBehavior::Spawn(const std::string& name) {
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return App().GetScene().CreateEntity(name);
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}
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void ScriptBehavior::Destroy(ECS::Entity e) {
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App().GetScene().DestroyEntity(e);
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}
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// ---- 参数按名读写(ScriptBehavior 声明,经绑定表;写穿
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// Item.params 由运行时 SetParam 完成)----
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bool ScriptBehavior::WriteParam(const std::string& name,
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@@ -41,7 +54,47 @@ namespace Engine {
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return false;
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}
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// ---- 碰撞事件派发(Update 开头、Sync 之前):PhysicsWorld 最近
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// 一次步进收集的事件转发到涉事实例。时序保证:Step 先于
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// Update(帧循环序)→ 此处读到的是本帧物理结果;回调里
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// spawn/destroy 安全——destroy 入延迟队列(帧尾 flush),
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// spawn 不改 m_Instances(下一帧 Sync 对账建实例)。禁用
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// 实例不收(Unity enabled 语义对齐);Persisted 每步都来,
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// 直接跳过(Enter/Exit 已够 gameplay 用)
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void ScriptRuntime::DispatchCollisions() {
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if (!m_App) {
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return;
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}
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const std::vector<CollisionEvent>& events =
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m_App->GetPhysics().GetEvents();
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for (const auto& ev : events) {
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if (ev.kind == CollisionEvent::Kind::Persisted) {
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continue;
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}
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const bool enter = ev.kind == CollisionEvent::Kind::Added;
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for (const u32 self : {ev.a, ev.b}) {
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const u32 other = (self == ev.a) ? ev.b : ev.a;
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const auto it = m_Instances.find(self);
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if (it == m_Instances.end()) {
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continue;
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}
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for (auto& inst : it->second) {
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if (!inst.behavior || !inst.enabled) {
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continue;
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}
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if (enter) {
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inst.behavior->OnCollisionEnter(
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other, ev.point, ev.normal);
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} else {
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inst.behavior->OnCollisionExit(other);
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}
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}
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}
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}
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}
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void ScriptRuntime::Update(f32 dt) {
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DispatchCollisions();
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Sync();
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auto& reg = m_Scene.GetRegistry();
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