#include "BsScriptEnginePrerequisites.h" #include "BsMonoManager.h" #include "BsMonoAssembly.h" #include "BsRuntimeScriptObjects.h" #include "BsScriptResourceManager.h" #include "BsScriptGameObjectManager.h" #include "BsManagedResourceManager.h" #include "BsScriptManager.h" #include "BsScriptInput.h" #include "BsScriptVirtualInput.h" // DEBUG ONLY #include "BsScriptSceneObject.h" #include "BsSceneObject.h" #include "BsMonoUtil.h" namespace BansheeEngine { void unitTest1_GameObjectClone(MonoObject* instance) { ScriptSceneObject* nativeInstance = ScriptSceneObject::toNative(instance); HSceneObject SO = static_object_cast(nativeInstance->getNativeHandle()); HSceneObject cloneSO = SO->clone(); cloneSO->setParent(SO); } extern "C" BS_SCR_BE_EXPORT const String& getPluginName() { static String pluginName = "SBansheeEngine"; return pluginName; } extern "C" BS_SCR_BE_EXPORT void* loadPlugin() { const String ENGINE_ASSEMBLY_PATH = "..\\..\\Assemblies\\MBansheeEngine.dll"; const String ENGINE_ASSEMBLY_NAME = BansheeEngineAssemblyName; const String ASSEMBLY_ENTRY_POINT = "Program::Start"; MonoAssembly& bansheeEngineAssembly = MonoManager::instance().loadAssembly(ENGINE_ASSEMBLY_PATH, ENGINE_ASSEMBLY_NAME); // DEBUG ONLY mono_add_internal_call("BansheeEngine.Program::UnitTest1_GameObjectClone", &unitTest1_GameObjectClone); ManagedResourceManager::startUp(); RuntimeScriptObjects::startUp(); ScriptResourceManager::startUp(); ScriptGameObjectManager::startUp(); ScriptInput::startUp(); ScriptVirtualInput::startUp(); RuntimeScriptObjects::instance().refreshScriptObjects(BansheeEngineAssemblyName); bansheeEngineAssembly.invoke(ASSEMBLY_ENTRY_POINT); return nullptr; } extern "C" BS_SCR_BE_EXPORT void unloadPlugin() { ScriptVirtualInput::shutDown(); ScriptInput::shutDown(); ManagedResourceManager::shutDown(); ScriptManager::instance().destroy(); ScriptGameObjectManager::shutDown(); ScriptResourceManager::shutDown(); RuntimeScriptObjects::shutDown(); } }