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ShitEngine
基于 C++20 与 SDL3 的轻量级 2D 游戏引擎
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场景管理器(单例) 更多...
#include <SceneManager.h>
Public 成员函数 | |
| SceneManager (const SceneManager &)=delete | |
| SceneManager & | operator= (const SceneManager &)=delete |
| SceneManager (SceneManager &&)=delete | |
| SceneManager & | operator= (SceneManager &&)=delete |
静态 Public 成员函数 | |
| static SceneManager & | GetInstance () |
| static void | LoadScene (std::unique_ptr< Scene > &&scene) |
| 切换场景(销毁当前,加载新场景;update 期间调用时延迟到 update 结束后生效) | |
| static bool | LoadSceneFromFile (const std::string &path) |
| 从 .scene 文件加载并替换当前场景(启动 / 关卡切换共用) | |
| static void | Update () |
| static void | Destroy () |
| static Scene * | GetCurrentScene () |
友元 | |
| class | EngineContext |
场景管理器(单例)
持有当前活跃场景(单一场景模型,与 Unity/Godot 一致):
用法: Shit::SceneManager::LoadScene(std::move(levelScene)); Shit::Game::SetPaused(true); // 暂停(冻结行为/物理,UI 菜单照常)
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delete |
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delete |
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inlinestatic |
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inlinestatic |
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static |
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inlinestatic |
切换场景(销毁当前,加载新场景;update 期间调用时延迟到 update 结束后生效)
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inlinestatic |
从 .scene 文件加载并替换当前场景(启动 / 关卡切换共用)
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delete |
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delete |
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inlinestatic |
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friend |