#pragma once #include "BsScriptEnginePrerequisites.h" #include "BsScriptGameObject.h" #include "BsScriptObject.h" #include "BsFont.h" namespace BansheeEngine { class BS_SCR_BE_EXPORT ScriptComponent : public ScriptObject { public: SCRIPT_OBJ(ENGINE_ASSEMBLY, "BansheeEngine", "Component") virtual HGameObject getNativeHandle() const { return mManagedComponent; } virtual void setNativeHandle(const HGameObject& gameObject); void setManagedComponent(const GameObjectHandle& managedComponent); private: friend class ScriptGameObjectManager; static void internal_createInstance(MonoObject* instance); static MonoObject* internal_addComponent(MonoObject* parentSceneObject, MonoReflectionType* type); static MonoObject* internal_getComponent(MonoObject* parentSceneObject, MonoReflectionType* type); static MonoArray* internal_getComponents(MonoObject* parentSceneObject); static void internal_removeComponent(MonoObject* parentSceneObject, MonoReflectionType* type); static MonoObject* internal_getSceneObject(ScriptComponent* nativeInstance); static bool checkIfDestroyed(const GameObjectHandleBase& handle); ScriptComponent(MonoObject* instance); ~ScriptComponent() {} virtual ScriptObjectBackup beginRefresh(); virtual void endRefresh(const ScriptObjectBackup& backupData); virtual MonoObject* _createManagedInstance(bool construct); void _onManagedInstanceDeleted(); GameObjectHandle mManagedComponent; String mNamespace; String mType; bool mTypeMissing; }; }