- 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
216 lines
9.2 KiB
C++
216 lines
9.2 KiB
C++
//
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// TestShoot.cpp:阶段1 验收脚本——脚本侧 spawn/destroy 底座 + 碰撞事件
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// 转发的端到端链路。
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//
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// 三个脚本协作(放一个文件方便对照):
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// TestShoot(挂任意实体,如相机实体):
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// 鼠标左键上升沿 → 从编辑器相机沿视线 spawn 子弹实体
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// (Dynamic 球刚体 + Bullet 脚本项,枪口初速经参数传入)
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// Bullet(子弹实体,由 TestShoot 运行时装配):
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// OnCreate 施加枪口初速(body 已由当帧 Step 对账建好);
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// OnCollisionEnter → 命中点 spawn ImpactFx + 自毁;
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// 超时自毁防飞出地图泄漏;存活期画调试十字 = 弹道可视化
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// ImpactFx(特效实体,由 Bullet 运行时装配,空实体 + 调试点标):
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// 扩张十字 + 白→红渐隐,寿命尽自毁——占位特效
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//
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// 覆盖的引擎设施:
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// - Spawn()/Destroy():ScriptBehavior 实体底座(Scene::CreateEntity/
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// DestroyEntity 延迟队列)
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// - 组件运行时装配:RigidBody(PhysicsWorld 下一帧对账建 body)、
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// ScriptComponent(ScriptRuntime 下一帧对账建实例)
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// - OnCollisionEnter/Exit:PhysicsWorld::GetEvents → ScriptRuntime
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// 帧首派发
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//
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// 验收步骤:编辑器给任意实体挂 TestShoot → Play → RMB 飞行视角瞄准
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// 墙体 → 左键射击:弹道点飞出 → 撞墙瞬间原地绽放十字特效、子弹消失。
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//
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#include <Engine/Scripting/Script.h>
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#include <Engine/Core/Application.h>
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#include <Engine/Core/Input.h>
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#include <Engine/Physics/PhysicsWorld.h>
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#include <Engine/Debug/DebugDraw.h>
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#include <Engine/Renderer/Renderer.h>
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#include <Engine/Renderer/EditorCamera.h>
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#include <glm/glm.hpp>
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using namespace Engine; // Input / Debug 门面
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namespace {
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// ---- 子弹脚本(TestShoot 运行时挂载;不手动挂场景)----
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class Bullet final : public Engine::Scripting::ScriptBehavior {
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public:
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const char* Name() const override { return "Bullet"; }
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void DeclareParams(Engine::Scripting::ParamBuilder& pb) override {
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// 枪口初速(世界系 m/s):TestShoot spawn 时按视线方向写进
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// 脚本项参数——数据经参数层传递,与序列化同一条路
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pb.Field("Velocity", &m_Velocity, glm::vec3{0.0f});
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pb.Field("Lifetime", &m_Lifetime, 5.0f); // 超时自毁(秒)
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}
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void OnCreate() override {
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// body 已由本帧 Step 的 SyncScene 建好(spawn 发生在上帧
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// OnUpdate):这里施加初速,物理从下步起按弹道积分
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if (glm::length(m_Velocity) > 1e-4f) {
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App().GetPhysics().SetLinearVelocity(EntityBits(), m_Velocity);
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}
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}
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void OnUpdate(f32 dt) override {
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m_Age += dt;
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if (m_Age >= m_Lifetime) {
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Destroy(static_cast<Engine::ECS::Entity>(EntityBits()));
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return;
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}
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// 弹道可视化:命中点即弹着点(橙十字 = 弹头,速度线 = 尾迹)
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const glm::vec3 pos = Transform().GetPosition();
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const glm::vec3 vel =
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App().GetPhysics().GetLinearVelocity(EntityBits());
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Debug::Cross(pos, 0.09f, Debug::Rgb(0xFF8C1A),
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/*width*/ 2.0f, /*duration*/ 0.0f,
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/*depthTest*/ false);
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if (glm::length(vel) > 0.5f) {
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Debug::Arrow(pos, pos + vel * 0.03f, Debug::Rgb(0xFFB366),
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/*headSize*/ 0.04f, /*width*/ 2.0f,
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/*duration*/ 0.0f, /*depthTest*/ false);
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}
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}
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void OnCollisionEnter(u32 other, const glm::vec3& point,
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const glm::vec3& normal) override {
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(void)other; (void)normal; // 法线留给将来定向溅射
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// 命中特效:空实体锚在命中点,ImpactFx 脚本项由下一帧对账
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// 实例化(Spawn 即时建实体,脚本实例化天然晚一帧)
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auto fx = Spawn("impact");
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fx.GetComponent<Engine::ECS::TransformComponent>()
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.SetPosition(point);
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auto& sc = fx.AddComponent<Engine::ECS::ScriptComponent>();
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Engine::ECS::ScriptComponent::Item item;
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item.name = "ImpactFx";
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sc.items.push_back(std::move(item));
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// 自毁:延迟队列,帧尾统一执行(事件派发循环安全)
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Destroy(static_cast<Engine::ECS::Entity>(EntityBits()));
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}
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private:
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glm::vec3 m_Velocity{0.0f};
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f32 m_Lifetime = 5.0f;
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f32 m_Age = 0.0f;
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};
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// ---- 命中特效脚本(Bullet 运行时挂载;空实体 + 调试点标占位)----
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class ImpactFx final : public Engine::Scripting::ScriptBehavior {
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public:
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const char* Name() const override { return "ImpactFx"; }
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void DeclareParams(Engine::Scripting::ParamBuilder& pb) override {
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pb.Field("Duration", &m_Duration, 0.4f); // 特效寿命(秒)
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}
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void OnUpdate(f32 dt) override {
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m_Age += dt;
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if (m_Age >= m_Duration) {
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Destroy(static_cast<Engine::ECS::Entity>(EntityBits()));
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return;
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}
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// 扩张十字 + 白→红渐隐(占位:将来换 VFX/粒子系统)
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const f32 t = m_Age / m_Duration;
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const glm::vec3 pos = Transform().GetPosition();
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Debug::Cross(pos, 0.12f + t * 0.55f,
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glm::vec4{1.0f, 1.0f - t, 1.0f - t, 1.0f},
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/*width*/ 3.0f, /*duration*/ 0.0f,
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/*depthTest*/ false);
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}
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private:
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f32 m_Duration = 0.4f;
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f32 m_Age = 0.0f;
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};
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// ---- 枪口脚本(验收主体:挂到任意实体,位置/朝向取编辑器相机)----
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class TestShoot final : public Engine::Scripting::ScriptBehavior {
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public:
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const char* Name() const override { return "TestShoot"; }
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void DeclareParams(Engine::Scripting::ParamBuilder& pb) override {
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pb.Field("BulletSpeed", &m_BulletSpeed, 25.0f); // 枪口初速 m/s
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pb.Field("MuzzleOffset", &m_MuzzleOffset, 0.6f); // 出膛距离 m
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pb.Field("FireCooldown", &m_FireCooldown, 0.15f); // 最小射击间隔 s
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pb.Field("BulletRadius", &m_BulletRadius, 0.08f); // 弹头碰撞半径 m
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}
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void OnUpdate(f32 dt) override {
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m_Cooldown -= dt;
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// 左键上升沿触发(电平查询 + 上帧状态对比,Unity
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// GetMouseButtonDown 边沿语义的手工等价物)
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const bool down =
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Input::IsMouseButtonDown(Input::MouseButton::Left);
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const bool fire = down && !m_FireWasDown &&
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m_Cooldown <= 0.0f;
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m_FireWasDown = down;
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if (fire) {
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SpawnBullet();
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m_Cooldown = m_FireCooldown;
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}
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}
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private:
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void SpawnBullet() {
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// 枪口 = 编辑器相机视线前方(编辑形态 RMB 飞行瞄准;
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// 与 WASDMove 的朝向来源一致)
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const auto& cam =
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App().GetRenderer().GetEditorCamera().GetTransform();
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const glm::vec3 fwd =
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cam.GetRotationQuat() * glm::vec3(0.0f, 0.0f, -1.0f);
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const glm::vec3 muzzle =
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cam.GetWorldPosition() + fwd * m_MuzzleOffset;
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// ---- 子弹实体装配(spawn 底座 + 组件运行时装配演示)----
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auto bullet = Spawn("bullet");
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auto& tr = bullet.GetComponent<Engine::ECS::TransformComponent>();
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tr.SetPosition(muzzle);
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tr.SetRotationQuat(cam.GetRotationQuat());
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// Dynamic 球刚体:参数给默认档(轻质量/低弹性,命中即停)
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auto& rb = bullet.AddComponent<Engine::ECS::RigidBodyComponent>();
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rb.type = Engine::ECS::RigidBodyComponent::BodyType::Dynamic;
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rb.collider =
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Engine::ECS::RigidBodyComponent::ColliderType::Sphere;
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rb.sphereRadius = m_BulletRadius;
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rb.mass = 0.2f;
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rb.friction = 0.3f;
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rb.restitution = 0.1f;
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// Bullet 脚本项:初速/寿命经参数层传入(与序列化同一条路,
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// 下一帧 ScriptRuntime 对账实例化)
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auto& sc = bullet.AddComponent<Engine::ECS::ScriptComponent>();
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Engine::ECS::ScriptComponent::Item item;
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item.name = "Bullet";
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item.params.push_back(
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{"Velocity",
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Engine::Scripting::ParamValue{fwd * m_BulletSpeed}});
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item.params.push_back(
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{"Lifetime", Engine::Scripting::ParamValue{5.0f}});
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sc.items.push_back(std::move(item));
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}
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f32 m_BulletSpeed = 25.0f;
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f32 m_MuzzleOffset = 0.6f;
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f32 m_FireCooldown = 0.15f;
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f32 m_BulletRadius = 0.08f;
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f32 m_Cooldown = 0.0f;
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bool m_FireWasDown = false; // 左键上升沿检测基准
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};
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ENGINE_REGISTER_SCRIPT(Bullet)
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ENGINE_REGISTER_SCRIPT(ImpactFx)
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ENGINE_REGISTER_SCRIPT(TestShoot)
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} // namespace
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