新增 Prefab 系统:实体子树存取 + 编辑器 Save As Prefab/拖入实例化 + 脚本 Instantiate
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@@ -7,6 +7,7 @@
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#include "ControllerEditorPanel.h" // kControllerDragPayload + 双击打开控制器编辑器
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#include <Engine/Core/Log.h>
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#include <Engine/Serialization/SceneSerializer.h>
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#include <imgui.h>
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@@ -27,10 +28,12 @@ namespace {
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// 类型过滤(下标即身份):0 = All
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constexpr const char* kTypeNames[] = {"All", "Models",
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"Textures", "Scenes",
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"Materials", "Controllers"};
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"Materials", "Controllers",
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"Prefabs"};
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// 资产类别:按扩展名分派(过滤用)
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enum class Kind { Model, Texture, Scene, Material, AnimClip, Other };
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enum class Kind { Model, Texture, Scene, Material, AnimClip, Prefab,
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Other };
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Kind KindOf(const std::filesystem::path& p)
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{
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@@ -59,6 +62,10 @@ namespace {
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{
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return Kind::AnimClip;
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}
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if (ext == ".prefab")
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{
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return Kind::Prefab;
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}
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return Kind::Other;
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}
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@@ -71,6 +78,7 @@ namespace {
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case 3: return kind == Kind::Scene;
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case 4: return kind == Kind::Material;
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case 5: return kind == Kind::AnimClip;
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case 6: return kind == Kind::Prefab;
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default: return true;
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}
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}
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@@ -85,6 +93,7 @@ namespace {
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case Kind::Scene: return "[S]";
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case Kind::Material: return "[Ma]";
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case Kind::AnimClip: return "[An]";
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case Kind::Prefab: return "[Pf]";
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default: return "[ ]";
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}
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}
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@@ -121,7 +130,7 @@ void AssetBrowserPanel::Draw(const EditorContext& ctx)
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}
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ImGui::SameLine();
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ImGui::SetNextItemWidth(110.0f);
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ImGui::Combo("##type", &m_TypeFilter, kTypeNames, 6);
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ImGui::Combo("##type", &m_TypeFilter, kTypeNames, 7);
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ImGui::SameLine();
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ImGui::SetNextItemWidth(140.0f);
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ImGui::InputTextWithHint("##name", "filter", m_NameFilter,
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@@ -296,6 +305,16 @@ void AssetBrowserPanel::DrawFileList(const EditorContext& ctx,
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ImGui::EndDragDropSource();
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}
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// .prefab 拖拽源:拖到 Outliner(节点=挂其下 / 空白区=挂根)
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// 实例化整棵子树(kPrefabDragPayload)
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if (item.kind == Kind::Prefab && ImGui::BeginDragDropSource())
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{
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ImGui::SetDragDropPayload(kPrefabDragPayload,
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assetPath.c_str(), assetPath.size() + 1);
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ImGui::TextUnformatted(name.c_str());
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ImGui::EndDragDropSource();
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}
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// 双击:.material 打开 Material Editor;.animctrl 打开
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// Controller Editor;model/HDR 进缓存预热(路径去重,重复
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// 双击零成本);场景加载含环境恢复/选中清理流程,提示走
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@@ -328,6 +347,16 @@ void AssetBrowserPanel::DrawFileList(const EditorContext& ctx,
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ENGINE_INFO("AssetBrowser: load scenes via File menu ({})",
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assetPath);
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}
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else if (item.kind == Kind::Prefab && ctx.scene && ctx.assets)
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{
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// 双击 = 快捷实例化(授权位姿落点,选中交给 Outliner
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// 手动改);拖拽实例化见 Outliner 落点
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const auto root = Engine::Serialization::SceneSerializer::
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InstantiatePrefab(*ctx.scene, *ctx.assets, assetPath);
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ENGINE_INFO("AssetBrowser: prefab '{}' instantiated "
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"(valid={})",
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assetPath, root != entt::null);
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}
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}
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// hover 信息卡(UE Content Browser 式):类型/大小/修改时间/加载状态
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@@ -336,11 +365,12 @@ void AssetBrowserPanel::DrawFileList(const EditorContext& ctx,
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ImGui::BeginTooltip();
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ImGui::TextUnformatted(name.c_str());
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ImGui::Separator();
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// 与 Kind 枚举逐位对齐(Kind::Other = 5)——漏项 = tooltip
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// 与 Kind 枚举逐位对齐(Kind::Other = 6)——漏项 = tooltip
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// 数组越界读
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static const char* kKindNames[] = {"Model", "Texture/Environment",
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"Scene", "Material",
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"Controller", "File"};
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"Controller", "Prefab",
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"File"};
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ImGui::Text("type: %s", kKindNames[static_cast<int>(item.kind)]);
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namespace fs = std::filesystem;
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std::error_code ec;
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