#include "BsScriptScene.h" #include "BsMonoManager.h" #include "BsMonoClass.h" #include "BsMonoMethod.h" #include "BsMonoUtil.h" #include "BsSceneManager.h" #include "BsResources.h" #include "BsPrefab.h" #include "BsApplication.h" #include "BsSceneObject.h" #include "BsScriptGameObjectManager.h" #include "BsGameResourceManager.h" #include "BsScriptResourceManager.h" #include "BsScriptPrefab.h" #include "BsScriptSceneObject.h" namespace BansheeEngine { ScriptScene::ScriptScene(MonoObject* instance) :ScriptObject(instance) { } void ScriptScene::initRuntimeData() { metaData.scriptClass->addInternalCall("Internal_LoadScene", &ScriptScene::internal_LoadScene); metaData.scriptClass->addInternalCall("Internal_GetRoot", &ScriptScene::internal_GetRoot); metaData.scriptClass->addInternalCall("Internal_ClearScene", &ScriptScene::internal_ClearScene); metaData.scriptClass->addInternalCall("Internal_GetMainCameraSO", &ScriptScene::internal_GetMainCameraSO); } MonoObject* ScriptScene::internal_LoadScene(MonoString* path) { Path nativePath = MonoUtil::monoToWString(path); HPrefab prefab = GameResourceManager::instance().load(nativePath); if (prefab.isLoaded(false)) { HSceneObject root = prefab->instantiate(); HSceneObject oldRoot = gSceneManager().getRootNode(); if (root != nullptr) { UINT32 numChildren = oldRoot->getNumChildren(); // Make sure to keep persistent objects UINT32 curIdx = 0; for (UINT32 i = 0; i < numChildren; i++) { HSceneObject child = oldRoot->getChild(curIdx); if (child->hasFlag(SOF_Persistent)) child->setParent(root, false); } gSceneManager()._setRootNode(root); oldRoot->destroy(); } } if (prefab != nullptr) { ScriptPrefab* scriptPrefab; ScriptResourceManager::instance().getScriptResource(prefab, &scriptPrefab, true); return scriptPrefab->getManagedInstance(); } else { LOGERR("Failed loading scene at path: \"" + nativePath.toString() + "\""); return nullptr; } } MonoObject* ScriptScene::internal_GetRoot() { HSceneObject root = SceneManager::instance().getRootNode(); ScriptSceneObject* scriptRoot = ScriptGameObjectManager::instance().getOrCreateScriptSceneObject(root); return scriptRoot->getManagedInstance(); } void ScriptScene::internal_ClearScene() { gSceneManager().clearScene(); } MonoObject* ScriptScene::internal_GetMainCameraSO() { SceneCameraData cameraData = gSceneManager().getMainCamera(); if (cameraData.sceneObject == nullptr) return nullptr; ScriptSceneObject* cameraSo = ScriptGameObjectManager::instance().getOrCreateScriptSceneObject(cameraData.sceneObject); return cameraSo->getManagedInstance(); } }