Commit Graph
7 Commits
Author SHA1 Message Date
atdunbg ed7cb417bd 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 2026-10-08 22:01:26 +08:00
atdunbg b89f431896 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
2026-10-08 21:45:10 +08:00
atdunbg ff955b9e63 新增脚本参数系统:声明式参数 + Inspector 自动控件 + 场景序列化
DeclareParams/ParamBuilder 声明字段,运行时反射读写;
Inspector 按类型生成控件,SceneSerializer 直通存取;
动画系统接入参数化裁剪;新增 OrbitMove 示例脚本
2026-10-08 17:02:19 +08:00
atdunbg ab7a43a686 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.
2026-10-04 00:43:06 +08:00
atdunbg b6d0868e15 feat(ecs): per-component enable/disable + inspector rework
Add `active` flag to the 8 behavior components (Unity enabled / UE
SetActive semantics; structural Id/Name/Transform excluded). Consumers
skip disabled components: renderer (mesh/light/anim), primary camera
election, physics reconciliation (body/constraint/character destroyed
and rebuilt on toggle), scripts keep instance but stop ticking.

Inspector: component headers now carry an enable checkbox and a remove
button, Add-Component menu greys out attached entries, and conflict
hints added (RigidBody <-> CharacterController mutual exclusion, Joint
requires RigidBody, Animation requires MeshRenderer, unregistered
script name). Scenes persist Active per component (default true).
2026-10-03 18:45:03 +08:00
atdunbg cad0481bc0 feat(app): WASDMove script (WASD camera-relative movement)
ScriptBehavior gains App() host access (Application injected via
ScriptRuntime), TryGet<T> and EntityBits for physics facade addressing.
WASDMove maps WASD to the editor camera's horizontal heading (UE
gameplay convention): dynamic bodies go through the physics velocity
facade preserving the vertical component (zeroing Y would cancel
gravity mid-fall), bodiless entities translate their transform directly.
Editor-mode key conflict is naturally avoided: RMB-held flight consumes
WASD, release hands keys to the script.
2026-10-03 18:27:12 +08:00
atdunbg 3403822a52 feat(engine): C++ native script system (ScriptBehavior + registry)
ScriptComponent stores only a script name string (POD, serializable);
instances are reconciled by ScriptRuntime each frame (PhysicsWorld
pattern): orphan/rename cleanup with OnDestroy, per-name instantiation
from a file-level self-registering registry (ENGINE_REGISTER_SCRIPT),
OnCreate on bind, OnUpdate after physics step on scaled dt. Engine
framerate loop only sees the base interface, so future Lua/C# behaviors
plug in as foreign ScriptBehavior implementations with zero engine
changes. Ships a Spinner sample script and Inspector script picker.
2026-10-03 18:02:49 +08:00