修改场景实体查询为unordered_set存储,提升查询效率, 修改Physics的SyncScene也为unordered_set
This commit is contained in:
@@ -767,6 +767,10 @@ namespace Engine::Serialization {
|
||||
// 显式补算,否则首帧 World = 单位阵
|
||||
scene.UpdateTransforms();
|
||||
|
||||
// 序列化加载绕过了 CreateEntity 的 UUID 增量维护(565 行直接覆盖
|
||||
// IdComponent.uuid),全量重建一次索引,否则 FindEntityByUUID 会全失效
|
||||
scene.RebuildUuidIndex();
|
||||
|
||||
ENGINE_INFO("SceneSerializer: loaded {} entities from '{}'",
|
||||
parsed.size(), sourceName);
|
||||
return true;
|
||||
|
||||
Reference in New Issue
Block a user