#include "BsScriptEnginePrerequisites.h" #include "BsMonoManager.h" #include "BsMonoAssembly.h" #include "BsRuntimeScriptObjects.h" #include "BsScriptResourceManager.h" #include "BsScriptGameObjectManager.h" // DEBUG ONLY #include "BsScriptSceneObject.h" #include "CmSceneObject.h" #include "BsMonoUtil.h" using namespace CamelotFramework; namespace BansheeEngine { void dbgTestComponentClone(MonoObject* instance) { ScriptSceneObject* nativeInstance = ScriptSceneObject::toNative(instance); CM::HSceneObject SO = static_object_cast(nativeInstance->getNativeHandle()); CM::HSceneObject cloneSO = SO->clone(); cloneSO->setParent(SO); } void reportDbgValue(int a, MonoString* b, int a2, MonoString* b2) { WString bStr = MonoUtil::monoToWString(b); WString b2Str = MonoUtil::monoToWString(b2); int end = 5; } extern "C" BS_SCR_BE_EXPORT const String& getPluginName() { static String pluginName = "SBansheeEngine"; return pluginName; } extern "C" BS_SCR_BE_EXPORT void* loadPlugin() { const CM::String ENGINE_ASSEMBLY_PATH = "..\\..\\Assemblies\\MBansheeEngine.dll"; const CM::String ENGINE_ASSEMBLY_NAME = BansheeEngineAssemblyName; const CM::String ASSEMBLY_ENTRY_POINT = "Program::Main"; MonoAssembly& bansheeEngineAssembly = MonoManager::instance().loadAssembly(ENGINE_ASSEMBLY_PATH, ENGINE_ASSEMBLY_NAME); // DEBUG ONLY mono_add_internal_call("BansheeEngine.Program::dbgTestComponentClone", &dbgTestComponentClone); mono_add_internal_call("BansheeEngine.Program::reportDbgValue", &reportDbgValue); RuntimeScriptObjects::startUp(); ScriptResourceManager::startUp(); ScriptGameObjectManager::startUp(); RuntimeScriptObjects::instance().refreshScriptObjects(BansheeEngineAssemblyName); bansheeEngineAssembly.invoke(ASSEMBLY_ENTRY_POINT); return nullptr; } extern "C" BS_SCR_BE_EXPORT void unloadPlugin() { ScriptGameObjectManager::shutDown(); ScriptResourceManager::shutDown(); RuntimeScriptObjects::shutDown(); } }