BsScriptScene.cpp 2.0 KB

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  1. #include "BsScriptScene.h"
  2. #include "BsMonoManager.h"
  3. #include "BsMonoClass.h"
  4. #include "BsMonoMethod.h"
  5. #include "BsMonoUtil.h"
  6. #include "BsSceneManager.h"
  7. #include "BsResources.h"
  8. #include "BsPrefab.h"
  9. #include "BsApplication.h"
  10. #include "BsSceneObject.h"
  11. #include "BsScriptGameObjectManager.h"
  12. #include "BsGameResourceManager.h"
  13. #include "BsScriptResourceManager.h"
  14. #include "BsScriptPrefab.h"
  15. #include "BsScriptSceneObject.h"
  16. namespace BansheeEngine
  17. {
  18. ScriptScene::ScriptScene(MonoObject* instance)
  19. :ScriptObject(instance)
  20. { }
  21. void ScriptScene::initRuntimeData()
  22. {
  23. metaData.scriptClass->addInternalCall("Internal_LoadScene", &ScriptScene::internal_LoadScene);
  24. metaData.scriptClass->addInternalCall("Internal_GetRoot", &ScriptScene::internal_GetRoot);
  25. metaData.scriptClass->addInternalCall("Internal_ClearScene", &ScriptScene::internal_ClearScene);
  26. }
  27. MonoObject* ScriptScene::internal_LoadScene(MonoString* path)
  28. {
  29. Path nativePath = MonoUtil::monoToWString(path);
  30. HPrefab prefab = GameResourceManager::instance().load<Prefab>(nativePath);
  31. if (prefab.isLoaded(false))
  32. {
  33. HSceneObject root = prefab->instantiate();
  34. UINT32 numChildren = root->getNumChildren();
  35. for (UINT32 i = 0; i < numChildren; i++)
  36. {
  37. HSceneObject child = root->getChild(0);
  38. child->setParent(gSceneManager().getRootNode());
  39. }
  40. root->destroy();
  41. }
  42. if (prefab != nullptr)
  43. {
  44. ScriptPrefab* scriptPrefab;
  45. ScriptResourceManager::instance().getScriptResource(prefab, &scriptPrefab, true);
  46. return scriptPrefab->getManagedInstance();
  47. }
  48. else
  49. {
  50. LOGERR("Failed loading scene at path: \"" + nativePath.toString() + "\"");
  51. return nullptr;
  52. }
  53. }
  54. MonoObject* ScriptScene::internal_GetRoot()
  55. {
  56. HSceneObject root = SceneManager::instance().getRootNode();
  57. ScriptSceneObject* scriptRoot = ScriptGameObjectManager::instance().getOrCreateScriptSceneObject(root);
  58. return scriptRoot->getManagedInstance();
  59. }
  60. void ScriptScene::internal_ClearScene()
  61. {
  62. gSceneManager().clearScene();
  63. }
  64. }