BsScriptComponent.cpp 3.8 KB

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  1. #include "BsScriptComponent.h"
  2. #include "BsScriptGameObjectManager.h"
  3. #include "BsScriptMeta.h"
  4. #include "BsMonoField.h"
  5. #include "BsMonoClass.h"
  6. #include "BsMonoManager.h"
  7. #include "BsMonoUtil.h"
  8. #include "BsScriptSceneObject.h"
  9. #include "BsManagedComponent.h"
  10. #include "CmSceneObject.h"
  11. using namespace CamelotFramework;
  12. namespace BansheeEngine
  13. {
  14. ScriptComponent::ScriptComponent(const CM::GameObjectHandle<ManagedComponent>& managedComponent)
  15. :mManagedComponent(managedComponent)
  16. {
  17. }
  18. void ScriptComponent::initMetaData()
  19. {
  20. metaData = ScriptMeta(BansheeEngineAssemblyName, "BansheeEngine", "Component", &ScriptComponent::initRuntimeData);
  21. MonoManager::registerScriptType(&metaData);
  22. }
  23. void ScriptComponent::initRuntimeData()
  24. {
  25. metaData.scriptClass->addInternalCall("Internal_AddComponent", &ScriptComponent::internal_addComponent);
  26. metaData.scriptClass->addInternalCall("Internal_RemoveComponent", &ScriptComponent::internal_destroyInstance);
  27. metaData.scriptClass->addInternalCall("Internal_DestroyInstance", &ScriptComponent::internal_destroyInstance);
  28. }
  29. MonoObject* ScriptComponent::internal_addComponent(MonoObject* parentSceneObject, MonoString* ns, MonoString* typeName)
  30. {
  31. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  32. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  33. String strNs = toString(MonoUtil::monoToWString(ns));
  34. String strTypeName = toString(MonoUtil::monoToWString(typeName));
  35. String fullTypeName = strNs + "." + strTypeName;
  36. // We only allow single component per type
  37. const Vector<HComponent>::type& mComponents = so->getComponents();
  38. for(auto& component : mComponents)
  39. {
  40. if(component->getTypeId() == TID_ManagedComponent)
  41. {
  42. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  43. if(managedComponent->getManagedFullTypeName() == fullTypeName)
  44. {
  45. LOGWRN("Attempting to add a component \"" + fullTypeName + "\" that already exists on SceneObject \"" + so->getName() + "\"");
  46. return managedComponent->getManagedInstance();
  47. }
  48. }
  49. }
  50. GameObjectHandle<ManagedComponent> mc = so->addComponent<ManagedComponent>(strNs, strTypeName);
  51. ScriptComponent* nativeInstance = ScriptGameObjectManager::instance().createScriptComponent(mc);
  52. return nativeInstance->getManagedInstance();
  53. }
  54. void ScriptComponent::internal_removeComponent(MonoObject* parentSceneObject, MonoString* ns, MonoString* typeName)
  55. {
  56. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  57. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  58. String strNs = toString(MonoUtil::monoToWString(ns));
  59. String strTypeName = toString(MonoUtil::monoToWString(typeName));
  60. String fullTypeName = strNs + "." + strTypeName;
  61. // We only allow single component per type
  62. const Vector<HComponent>::type& mComponents = so->getComponents();
  63. for(auto& component : mComponents)
  64. {
  65. if(component->getTypeId() == TID_ManagedComponent)
  66. {
  67. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  68. if(managedComponent->getManagedFullTypeName() == fullTypeName)
  69. {
  70. managedComponent->destroy();
  71. return;
  72. }
  73. }
  74. }
  75. LOGWRN("Attempting to remove a component \"" + fullTypeName + "\" that doesn't exists on SceneObject \"" + so->getName() + "\"");
  76. }
  77. void ScriptComponent::internal_destroyInstance(ScriptComponent* nativeInstance)
  78. {
  79. ScriptGameObjectManager::instance().destroyScriptGameObject(nativeInstance);
  80. }
  81. void ScriptComponent::setNativeHandle(const CM::HGameObject& gameObject)
  82. {
  83. mManagedComponent = static_object_cast<ManagedComponent>(gameObject);
  84. }
  85. }