新增 GameFlow 运行时状态机:PIE 与独立运行统一生命周期

Stopped→Loading→Running↔Paused 单一状态源,编辑器 Play/Stop
与 main.cpp 独立运行共用同一套加载/恢复/暂停语义
This commit is contained in:
2026-10-08 17:02:09 +08:00
parent f73e52926f
commit f327f44269
7 changed files with 329 additions and 62 deletions
+51 -30
View File
@@ -21,7 +21,6 @@
#include "panels/StatsPanel.h"
#include <Engine/Core/Log.h>
#include <Engine/Core/Time.h>
#include <Engine/Serialization/SceneSerializer.h>
#include <imgui.h>
@@ -40,9 +39,22 @@ Editor::~Editor() = default;
void Editor::Init(const EditorContext& ctx)
{
m_Ctx = ctx;
// PIE 运行/暂停态指针:指向本对象成员(ctx 拷贝后补接,面板只读)
m_Ctx.playState = &m_Playing;
m_Ctx.pausedState = &m_Paused;
// PIE 运行/暂停镜像指针:指向本对象成员(ctx 拷贝后补接,面板只读;
// 权威 = GameFlow,镜像在 Draw 开头同步——面板接口保持 const bool*)
m_Ctx.playState = &m_PlayingMirror;
m_Ctx.pausedState = &m_PausedMirror;
// PIE 转换副作用挂监听(GameFlow 不知场景;快照/恢复是编辑器职责)
if (m_Ctx.flow)
{
m_Ctx.flow->AddListener(
[this](GameFlowState, GameFlowState to) {
if (to == GameFlowState::Loading) OnFlowEnterLoading();
else if (to == GameFlowState::Stopped) OnFlowEnterStopped();
// →Running/→Paused:timeScale 由 GameFlow 权威处理,
// 编辑器无额外副作用
});
}
m_Hierarchy = std::make_unique<HierarchyPanel>();
m_Inspector = std::make_unique<InspectorPanel>();
@@ -84,40 +96,42 @@ void Editor::Init(const EditorContext& ctx)
// ---- PIE(Play-In-Editor)----
// Play:当前场景 → 内存 YAML 快照 → 切 gameView(Viewport 面板内嵌
// primary 相机渲染,UE PIE 语义——编辑器 UI 保持可用,不切全屏;
// kDisplayDirect 全屏预览是后期发布形态,手动经 Stats 切换)
// → 解冻时间(物理/脚本/动画开始跑)。快照失败不进 Play(现场不动)
void Editor::DoPlay()
// →Loading 监听器:Play 半程。当前场景 → 内存 YAML 快照 → 切 gameView
//(Viewport 面板内嵌 primary 相机渲染,UE PIE 语义——编辑器 UI 保持
// 可用,不切全屏)→ 同步加载完成即 CompleteLoading(快照是同步操作,
// 不完成的 Loading 会卡死主循环的物理/脚本门控)。快照失败 → RequestStop
// 回滚(现场不动)
void Editor::OnFlowEnterLoading()
{
if (!m_Ctx.scene || !m_Ctx.assets || !m_Ctx.renderer) return;
if (!m_Ctx.scene || !m_Ctx.assets || !m_Ctx.renderer || !m_Ctx.flow) return;
m_PlaySnapshot = Serialization::SceneSerializer::SerializeToString(
*m_Ctx.scene, *m_Ctx.assets, "PlaySnapshot");
if (m_PlaySnapshot.empty())
{
ENGINE_ERROR("PIE: snapshot failed, play aborted");
m_Ctx.flow->RequestStop(); // 回滚 → 触发 →Stopped 监听器(空快照跳过恢复)
return;
}
m_Playing = true;
m_Paused = false;
m_Gizmo.dragging = false; // 编辑态拖杆中点 Play:杆运行态不出,复位
m_Ctx.renderer->SetGameView(true);
Time::SetTimeScale(1.0f);
m_Ctx.flow->CompleteLoading(); // 同步加载完成 → Running(解冻)
ENGINE_INFO("PIE: playing (scene snapshot {} bytes)",
m_PlaySnapshot.size());
}
// Stop:快照原子换血恢复 → 回编辑器渲染 → 冻结时间。
// →Stopped 监听器:Stop 半程。快照原子换血恢复 → 回编辑器渲染。
// 换血后所有 Entity 句柄悬空:清选中(描边同步清)、Gizmo 拖拽态
// 复位。物理 body/约束/角色由对账系统随实体重建/清理,无需干预。
// 恢复失败(快照损坏,理论罕见)也必须回编辑态,现场留给用户
// File→Load 或退出前 Save
void Editor::DoStop()
// File→Load 或退出前 Save。空快照 = 快照失败回滚(未真 Play 过),跳过恢复
void Editor::OnFlowEnterStopped()
{
if (!m_Ctx.scene || !m_Ctx.assets || !m_Ctx.renderer) return;
if (!m_PlaySnapshot.empty())
{
if (!Serialization::SceneSerializer::DeserializeFromString(
*m_Ctx.scene, *m_Ctx.assets, m_PlaySnapshot))
{
@@ -125,11 +139,9 @@ void Editor::DoStop()
"played-out state)");
}
m_PlaySnapshot.clear();
}
m_Playing = false;
m_Paused = false;
m_Ctx.renderer->SetGameView(false);
Time::SetTimeScale(0.0f);
SelectEntity(entt::null);
m_Gizmo.dragging = false;
ENGINE_INFO("PIE: stopped, editor scene restored");
@@ -137,19 +149,28 @@ void Editor::DoStop()
void Editor::TogglePlay()
{
m_Playing ? DoStop() : DoPlay();
if (!m_Ctx.flow) return;
IsPlaying() ? m_Ctx.flow->RequestStop() : m_Ctx.flow->RequestStart();
}
// PIE 暂停(UE Pause 语义):timeScale 0 ↔ 1。运行态才有意义
// PIE 暂停(UE Pause 语义):Running ↔ Paused。运行态才有意义
//(编辑器态本来就冻结,Pause 按钮不出现)
void Editor::TogglePause()
{
m_Paused = !m_Paused;
Time::SetTimeScale(m_Paused ? 0.0f : 1.0f);
if (!m_Ctx.flow) return;
IsPaused() ? m_Ctx.flow->RequestResume() : m_Ctx.flow->RequestPause();
}
void Editor::Draw()
{
// PIE 镜像同步(面板只读指针消费;权威 = GameFlow,此处适配)
if (m_Ctx.flow)
{
m_PlayingMirror = m_Ctx.flow->IsIn(GameFlowState::Running) ||
m_Ctx.flow->IsIn(GameFlowState::Paused);
m_PausedMirror = m_Ctx.flow->IsIn(GameFlowState::Paused);
}
// ImGuizmo 每帧首调(官方约定):内部会清 mbOverGizmoHotspot 等
// 帧级状态——不调则 hover 过一次杆后 hotspot 永久置位,GetMoveType
// 恒返 MT_NONE → 杆可见但永远抓不住(只能看不能拖)
@@ -253,7 +274,7 @@ void Editor::DrawMenuBar()
{
// 运行态禁存取:Save 会把"玩出来的状态"当编辑结果落盘,
// Load 会撕掉快照恢复链(UE 运行态同样禁)
ImGui::BeginDisabled(m_Playing);
ImGui::BeginDisabled(IsPlaying());
if (ImGui::MenuItem("Save Scene...", nullptr))
{
m_ShowSaveModal = true;
@@ -302,11 +323,11 @@ void Editor::DrawToolbar()
// 按钮加大触感(工具栏行高 = 一个按钮高;DockSpace avail 自适应)
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(12.0f, 4.0f));
const ImGuiStyle& st = ImGui::GetStyle();
const char* pauseLabel = m_Paused ? "Resume" : "Pause";
const char* pauseLabel = IsPaused() ? "Resume" : "Pause";
// Play 组宽度 → 水平居中(编辑态 1 钮 / 运行态 2 钮)
float groupW = 0.0f;
if (m_Playing)
if (IsPlaying())
{
groupW = ImGui::CalcTextSize(pauseLabel).x +
ImGui::CalcTextSize("Stop").x +
@@ -318,14 +339,14 @@ void Editor::DrawToolbar()
}
ImGui::SetCursorPosX((ImGui::GetWindowWidth() - groupW) * 0.5f);
if (m_Playing)
if (IsPlaying())
{
// Pause/Resume:暂停中亮黄常驻(UE 按下态),运行中暗黄
ImGui::PushStyleColor(ImGuiCol_Button,
m_Paused ? ImVec4(0.85f, 0.62f, 0.12f, 1.0f)
IsPaused() ? ImVec4(0.85f, 0.62f, 0.12f, 1.0f)
: ImVec4(0.55f, 0.42f, 0.10f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_ButtonHovered,
m_Paused ? ImVec4(0.92f, 0.70f, 0.18f, 1.0f)
IsPaused() ? ImVec4(0.92f, 0.70f, 0.18f, 1.0f)
: ImVec4(0.65f, 0.50f, 0.14f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_ButtonActive,
ImVec4(0.95f, 0.76f, 0.24f, 1.0f));
@@ -336,7 +357,7 @@ void Editor::DrawToolbar()
ImGui::PopStyleColor(3);
if (ImGui::IsItemHovered())
{
ImGui::SetTooltip(m_Paused ? "Resume simulation"
ImGui::SetTooltip(IsPaused() ? "Resume simulation"
: "Pause simulation");
}
+29 -12
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@@ -18,6 +18,7 @@
#include "panels/ViewportPanel.h" // ViewportInputState(成员按值持有)
#include <Engine/Core/Types.h> // u32(SelectEntity 位模式转换)
#include <Engine/Core/GameFlow.h> // PIE 状态权威(IsPlaying 直查)
#include <entt/entt.hpp>
@@ -60,19 +61,35 @@ public:
void RequestQuit() { m_ShowQuitConfirm = true; }
// ---- PIE(Play-In-Editor,UE 主工具栏语义)----
bool IsPlaying() const { return m_Playing; }
bool IsPaused() const { return m_Paused; }
// Play:内存快照当前场景 → 切 gameView(Viewport 内嵌 primary 相机
// 渲染,UE PIE 语义;不切全屏)→ 解冻时间;
// Stop:快照原子换血恢复 → 回编辑器渲染 → 冻结时间。
// 编辑器态默认 timeScale=0(物理冻结 = UE 语义),Play 解冻
// 状态权威 = GameFlow(EditorContext::flow);编辑器只是转换的
// 发起者(Request*)与监听器(快照/恢复挂在 →Loading/→Stopped)
bool IsPlaying() const
{
return m_Ctx.flow &&
(m_Ctx.flow->IsIn(Engine::GameFlowState::Running) ||
m_Ctx.flow->IsIn(Engine::GameFlowState::Paused));
}
bool IsPaused() const
{
return m_Ctx.flow &&
m_Ctx.flow->IsIn(Engine::GameFlowState::Paused);
}
// Play:RequestStart → →Loading 监听器做快照 + 切 gameView(Viewport
// 内嵌 primary 相机渲染,UE PIE 语义;不切全屏)→ 同步加载完成
// CompleteLoading → Running 解冻;Stop:RequestStop → →Stopped 监听器
// 快照原子换血恢复 → 回编辑器渲染。编辑器态默认冻结(GameFlow 构造
// 即 timeScale=0),Play 解冻由 GameFlow 权威处理
void TogglePlay();
// PIE 暂停切换(UE Pause 语义):timeScale 0 ↔ 1
// PIE 暂停切换(UE Pause 语义):Running ↔ Paused(timeScale 由
// GameFlow 权威处理)。运行态才有意义(编辑器态本来就冻结,
// Pause 按钮不出现)
void TogglePause();
private:
void DoPlay(); // TogglePlay 的 Play 半程(快照 + 切渲染 + 解冻)
void DoStop(); // TogglePlay 的 Stop 半程(恢复 + 回编辑器 + 冻结)
// GameFlow 监听器(Init 注册):编辑器快照/恢复挂在此处——
// GameFlow 不知场景,转换的副作用由消费端自己挂
void OnFlowEnterLoading(); // →Loading:快照 + 切 gameView + 同步完成加载
void OnFlowEnterStopped(); // →Stopped:快照换血恢复 + 回编辑器渲染
// ---- 选中状态 ----
// 同步描边:Renderer 落帧后 SelectionMask/Outline 只画选中实体。
@@ -135,9 +152,9 @@ private:
bool m_ShowLoadModal = false;
char m_ScenePathBuf[256] = "scenes/sandbox.scene";
// PIE 状态:Play 时场景 YAML 内存快照,Stop 时原子换血恢复
bool m_Playing = false;
bool m_Paused = false; // PIE 暂停(timeScale=0;Stop 时复位)
// PIE 镜像态(面板只读指针消费;权威 = GameFlow,Draw 开头同步)
bool m_PlayingMirror = false;
bool m_PausedMirror = false;
std::string m_PlaySnapshot;
};
+39 -8
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@@ -23,9 +23,12 @@
#include <Engine/Core/Stats.h>
#include <Engine/Renderer/Renderer.h>
#include <Engine/Renderer/EditorCamera.h>
#include <Engine/Serialization/SceneSerializer.h>
#include <Engine/Core/Input.h>
#include <filesystem>
// editor/game 编译期分离(HELLOVULKAN_EDITOR CMake option):editor 形态
// 挂接 docking Editor;game 形态 = Direct 直渲 + primary 相机,零编辑器代码
#ifdef HELLO_EDITOR
@@ -66,7 +69,9 @@ namespace
InitEditor();
#else
// game 形态:全窗口 Direct 直渲(Renderer 默认即 kDisplayDirect),
// 相机由场景 primary camera 提供,无 UI
// 相机由场景 primary camera 提供,无 UI。
// 游戏流:Stopped → Loading(OnUpdate 泵场景加载)→ Running
GetGameFlow().RequestStart();
#endif
}
@@ -84,7 +89,31 @@ namespace
GetRenderer().GetEditorCamera().Update(frameTime.UnscaledDt());
}
#else
(void)frameTime; // game 形态:本沙盒无游戏逻辑
// Loading 泵(同步示例):场景文件存在则加载,不存在 =
// 空场景照常进 Running(引擎冒烟路径)。加载完成后必须
// CompleteLoading,否则物理/脚本门控永远跳过(卡死 Loading)
if (GetGameFlow().IsIn(GameFlowState::Loading))
{
if (std::filesystem::exists(m_ScenePath))
{
if (Serialization::SceneSerializer::Deserialize(
GetScene(), GetAssets(), m_ScenePath))
{
ENGINE_INFO("Game: scene loaded from {}", m_ScenePath);
}
else
{
ENGINE_ERROR("Game: scene load failed: {}",
m_ScenePath);
}
}
else
{
ENGINE_WARN("Game: scene file not found ({}), "
"starting empty", m_ScenePath);
}
GetGameFlow().CompleteLoading();
}
#endif
}
@@ -99,16 +128,14 @@ namespace
// ---- 事件 ----
#ifdef HELLO_EDITOR
void OnWindowClose(const Event& event) override
{
#ifdef HELLO_EDITOR
// 退出确认走 Editor 的模态框(ImGui 必须可见才有 UI)
SetImGuiEnabled(true);
m_Editor->RequestQuit();
#else
(void)event;
#endif
}
#endif
void OnKeyPress(const Event& event) override
{
@@ -141,9 +168,10 @@ namespace
ctx.scene = &GetScene();
ctx.assets = &GetAssets();
ctx.app = this;
ctx.flow = &GetGameFlow();
ctx.editorCamera = &GetRenderer().GetEditorCamera();
// 继承原沙盒默认:初始暂停(StatsPanel 的 Pause Simulation 开关恢复)
Time::SetTimeScale(0.0f);
// 编辑器态默认冻结:GameFlow 构造即 timeScale=0(Stopped 语义),
// timeScale 权威在 GameFlow,此处不再手设
m_Editor->Init(ctx);
// 输入归属:覆盖 EnableImGui 的全局 WantCapture* 谓词
@@ -158,6 +186,9 @@ namespace
private:
std::unique_ptr<Editor> m_Editor = std::make_unique<Editor>();
#else
// game 形态:启动场景路径(CWD = bin;编辑器 Save 的产物位置)
const char* m_ScenePath = "assets/scenes/sandbox.scene";
#endif
};
}
+5
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@@ -24,6 +24,7 @@
#include <Engine/Core/Types.h>
#include <Engine/Core/Event.h>
#include <Engine/Core/GameFlow.h>
#include <Engine/Core/Time.h>
#include <chrono>
#include <string>
@@ -75,6 +76,7 @@ namespace Engine {
Assets::AssetManager& GetAssets() const { return *m_Assets; }
PhysicsWorld& GetPhysics() const { return *m_Physics; }
Scripting::ScriptRuntime& GetScripts() const { return *m_Scripts; }
GameFlow& GetGameFlow() { return m_GameFlow; }
u64 GetFrameCount() const { return m_FrameCount; }
// ImGui相关
@@ -127,6 +129,9 @@ namespace Engine {
// 其后端销毁需要 Device 与 GLFWwindow 存活)
Scope<ImGuiLayer> m_ImGuiLayer;
// 游戏流状态机(构造即冻结:Stopped → timeScale=0)
GameFlow m_GameFlow;
bool m_Running = false;
u64 m_FrameCount = 0;
+71
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@@ -0,0 +1,71 @@
//
// GameFlow.h:游戏流状态机(引擎层唯一的"游戏在干什么"权威)。
//
// 状态:Stopped(编辑态/未启动)→ Loading(加载中)→ Running ⇄ Paused,
// 任意活动态可 RequestStop 回 Stopped。转换矩阵外的请求拒绝 + warn。
//
// 职责边界:
// - timeScale 单一权威:每次转换统一设 Time::SetTimeScale
// (Running/Loading→1,Paused/Stopped→0)。上层(编辑器/游戏)
// 不再自行碰 timeScale——冻结语义由状态推导,不再散落
// - 状态转换广播:AddListener 注册监听(组合根/编辑器 Init 期注册,
// 非每帧路径)。编辑器在 →Loading 挂场景快照、→Stopped 挂恢复;
// 脚本/系统将来同样可订阅(跨系统解耦)
// - 不知场景不知资产:加载本身(读文件/反序列化)是调用方的事,
// 本类只管状态与转换纪律(CompleteLoading 由加载方显式调)
//
// 与主循环的契约(Application::Run):
// - Input::Poll 仅 Running 激活(Paused/Stopped 动作静默)
// - 物理步进仅 Loading 跳过(编辑态对账照跑,停摆靠 dt=0)
// - 脚本仅 Running 执行(Unity Play Mode / UE PIE 语义——脚本副
// 作用不依赖 dt,编辑态不得运行);→Stopped 由监听 EndPlay 终
// 局脚本实例(组合根注册,先于编辑器回滚监听)
//
#ifndef HELLOVULKAN_GAMEFLOW_H
#define HELLOVULKAN_GAMEFLOW_H
#include "Engine/Core/Types.h"
#include <functional>
#include <vector>
namespace Engine {
enum class GameFlowState : u8 {
Stopped, // 编辑态 / 未启动(timeScale=0)
Loading, // 加载中(物理/脚本步进跳过;timeScale=1 无消费方)
Running, // 游戏运行(timeScale=1)
Paused, // 暂停(timeScale=0;编辑器 Pause / 游戏菜单挂起)
};
class GameFlow {
public:
// (from, to);注册期 = 组合根/编辑器 Init,非每帧路径
using Listener = std::function<void(GameFlowState, GameFlowState)>;
GameFlow(); // 构造即冻结(Stopped 语义:timeScale=0)
void AddListener(Listener l) { m_Listeners.push_back(std::move(l)); }
GameFlowState State() const { return m_State; }
bool IsIn(GameFlowState s) const { return m_State == s; }
// ---- 转换请求(矩阵外拒绝 + warn,返回是否生效)----
bool RequestStart(); // Stopped → Loading
void CompleteLoading(); // Loading → Running(加载方显式调)
bool RequestPause(); // Running → Paused
bool RequestResume(); // Paused → Running
bool RequestStop(); // Loading/Running/Paused → Stopped
private:
// 立即生效转换:设 timeScale + 广播(同既有 DoPlay 同步语义)
void Transition(GameFlowState to);
GameFlowState m_State = GameFlowState::Stopped;
std::vector<Listener> m_Listeners;
};
} // namespace Engine
#endif //HELLOVULKAN_GAMEFLOW_H
+29 -4
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@@ -44,6 +44,17 @@ namespace Engine {
// 统一输入门面装配:脚本/游戏逻辑经 Input 查询键鼠,不直接
// 依赖 Window 后端(GLFW 解耦)
Input::Init(*m_Window);
// GameFlow →Stopped:脚本终局(Unity 退出 Play 语义——实例与
// 成员状态不跨局存活,下次 Play 由对账重建)。注册在组合根最
// 早处:先于编辑器 Init 的监听执行,EndPlay 跑在场景回滚之前,
// OnDestroy 见到的仍是上局实体。m_Scripts 在 Run 里才创建,而
// →Stopped 转换最早发生于 PIE Stop(届时已存在),空指针兜底
m_GameFlow.AddListener([this](GameFlowState, GameFlowState to) {
if (to == GameFlowState::Stopped && m_Scripts) {
m_Scripts->EndPlay();
}
});
}
Application::~Application()
@@ -132,15 +143,29 @@ namespace Engine {
const FrameTime& frame = Time::Current();
m_LastFrameTime = now;
// 输入动作层采样(单点,整帧一致):仅 Running 激活——
// Paused/Stopped(编辑器态)动作静默清零,编辑器相机继续走
// 原始 IsKeyDown 通道(自带 UI 捕获门控,两套互不干扰)
Input::Poll(m_GameFlow.IsIn(GameFlowState::Running));
// 物理步进(OnUpdate 之前,Unity FixedUpdate→Update 语义):
// 动态体姿态写回 Transform 并标脏,UpdateTransforms 统一重算;
// 吃 scaled dt → timeScale=0(编辑器暂停)时 accumulator 冻结,
// SyncScene 对账仍跑(拖静态体照常同步)
// 吃 scaled dt → timeScale=0(Paused/Stopped 冻结)时
// accumulator 冻结,SyncScene 对账仍跑(拖静态体照常同步)。
// Loading 态整段跳过(加载中不步进)
if (!m_GameFlow.IsIn(GameFlowState::Loading)) {
m_Physics->Step(frame.Dt());
// 脚本更新(物理之后、业务 OnUpdate 之前,Unity FixedUpdate→Update
// 语义;吃 scaled dt——timeScale=0 暂停时 dt=0 脚本自然停摆)
// 脚本只在 Running 执行(Unity Play Mode / UE PIE 语义):
// 编辑态/暂停态 gameplay 脚本一律不跑——脚本副作用不依赖
// dt(读输入/画调试图元/翻转动画状态),"dt=0 自然停摆"
// 不成立,曾致编辑态按 WASD 就画箭头+翻动画状态。实例
// 生命周期 = 一次 PIE 局:→Stopped 由 GameFlow 监听
// EndPlay 统一销毁
if (m_GameFlow.IsIn(GameFlowState::Running)) {
m_Scripts->Update(frame.Dt());
}
}
OnUpdate(frame);
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//
// GameFlow.cpp:游戏流状态机实现。
//
#include "Engine/Core/GameFlow.h"
#include "Engine/Core/Log.h"
#include "Engine/Core/Time.h"
namespace Engine {
namespace {
const char* StateName(GameFlowState s)
{
switch (s) {
case GameFlowState::Stopped: return "Stopped";
case GameFlowState::Loading: return "Loading";
case GameFlowState::Running: return "Running";
case GameFlowState::Paused: return "Paused";
}
return "?";
}
} // anonymous namespace
GameFlow::GameFlow()
{
// Stopped 语义即冻结:替代各处散落的初始 SetTimeScale(0)
Time::SetTimeScale(0.0f);
}
bool GameFlow::RequestStart()
{
if (m_State != GameFlowState::Stopped) {
ENGINE_WARN("GameFlow: RequestStart rejected in {}",
StateName(m_State));
return false;
}
Transition(GameFlowState::Loading);
return true;
}
void GameFlow::CompleteLoading()
{
if (m_State != GameFlowState::Loading) {
ENGINE_WARN("GameFlow: CompleteLoading rejected in {}",
StateName(m_State));
return;
}
Transition(GameFlowState::Running);
}
bool GameFlow::RequestPause()
{
if (m_State != GameFlowState::Running) {
ENGINE_WARN("GameFlow: RequestPause rejected in {}",
StateName(m_State));
return false;
}
Transition(GameFlowState::Paused);
return true;
}
bool GameFlow::RequestResume()
{
if (m_State != GameFlowState::Paused) {
ENGINE_WARN("GameFlow: RequestResume rejected in {}",
StateName(m_State));
return false;
}
Transition(GameFlowState::Running);
return true;
}
bool GameFlow::RequestStop()
{
if (m_State == GameFlowState::Stopped) {
ENGINE_WARN("GameFlow: RequestStop rejected in Stopped");
return false;
}
Transition(GameFlowState::Stopped);
return true;
}
void GameFlow::Transition(GameFlowState to)
{
const GameFlowState from = m_State;
m_State = to;
// timeScale 单一权威:Running/Loading 解冻,Paused/Stopped 冻结
Time::SetTimeScale(
to == GameFlowState::Running || to == GameFlowState::Loading
? 1.0f : 0.0f);
ENGINE_INFO("GameFlow: {} -> {}", StateName(from), StateName(to));
for (const Listener& l : m_Listeners) l(from, to);
}
} // namespace Engine