feat(scripting): add script add-component api

This commit is contained in:
2026-03-27 15:32:37 +08:00
parent 9c94adb4a2
commit f0d6d4f41c
10 changed files with 401 additions and 6 deletions

View File

@@ -0,0 +1,51 @@
using XCEngine;
namespace Gameplay
{
public sealed class MeshRendererEdgeCaseProbe : MonoBehaviour
{
public int ObservedInitialMaterialCount;
public string ObservedNegativeIndexPath = string.Empty;
public string ObservedOutOfRangePathBeforeClear = string.Empty;
public string ObservedMaterial0PathAfterNegativeWrite = string.Empty;
public string ObservedMaterial1PathAfterNegativeWrite = string.Empty;
public int ObservedMaterialCountAfterNegativeWrite;
public int ObservedRenderLayerAfterNegativeWrite;
public int ObservedMaterialCountAfterClear;
public string ObservedMaterial0PathAfterClear = string.Empty;
public string ObservedMaterial3PathAfterClear = string.Empty;
public bool ObservedCastShadowsAfterClear;
public bool ObservedReceiveShadowsAfterClear;
public int ObservedRenderLayerAfterClear;
public void Start()
{
if (!TryGetComponent(out MeshRenderer meshRenderer) || meshRenderer == null)
{
return;
}
ObservedInitialMaterialCount = meshRenderer.materialCount;
ObservedNegativeIndexPath = meshRenderer.GetMaterialPath(-1);
ObservedOutOfRangePathBeforeClear = meshRenderer.GetMaterialPath(3);
meshRenderer.SetMaterialPath(-1, "Materials/ignored.mat");
ObservedMaterial0PathAfterNegativeWrite = meshRenderer.GetMaterialPath(0);
ObservedMaterial1PathAfterNegativeWrite = meshRenderer.GetMaterialPath(1);
ObservedMaterialCountAfterNegativeWrite = meshRenderer.materialCount;
meshRenderer.renderLayer = -5;
ObservedRenderLayerAfterNegativeWrite = meshRenderer.renderLayer;
meshRenderer.ClearMaterials();
ObservedMaterialCountAfterClear = meshRenderer.materialCount;
ObservedMaterial0PathAfterClear = meshRenderer.GetMaterialPath(0);
ObservedMaterial3PathAfterClear = meshRenderer.GetMaterialPath(3);
ObservedCastShadowsAfterClear = meshRenderer.castShadows;
ObservedReceiveShadowsAfterClear = meshRenderer.receiveShadows;
ObservedRenderLayerAfterClear = meshRenderer.renderLayer;
}
}
}