BsScriptGameObjectManager.cpp 6.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195
  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsScriptGameObjectManager.h"
  4. #include "BsScriptGameObject.h"
  5. #include "BsScriptComponent.h"
  6. #include "BsScriptSceneObject.h"
  7. #include "BsGameObjectManager.h"
  8. #include "BsGameObject.h"
  9. #include "BsComponent.h"
  10. #include "BsManagedComponent.h"
  11. #include "BsSceneObject.h"
  12. #include "BsMonoManager.h"
  13. #include "BsMonoAssembly.h"
  14. #include "BsMonoClass.h"
  15. #include "BsScriptAssemblyManager.h"
  16. #include "BsScriptObjectManager.h"
  17. using namespace std::placeholders;
  18. namespace BansheeEngine
  19. {
  20. ScriptGameObjectManager::ScriptGameObjectEntry::ScriptGameObjectEntry()
  21. :instance(nullptr), isComponent(false)
  22. { }
  23. ScriptGameObjectManager::ScriptGameObjectEntry::ScriptGameObjectEntry(ScriptGameObjectBase* instance, bool isComponent)
  24. :instance(instance), isComponent(isComponent)
  25. { }
  26. ScriptGameObjectManager::ScriptGameObjectManager()
  27. {
  28. // Calls OnReset on all components after assembly reload happens
  29. mOnAssemblyReloadDoneConn = ScriptObjectManager::instance().onRefreshComplete.connect(
  30. std::bind(&ScriptGameObjectManager::sendComponentResetEvents, this));
  31. onGameObjectDestroyedConn = GameObjectManager::instance().onDestroyed.connect(
  32. std::bind(&ScriptGameObjectManager::onGameObjectDestroyed, this, _1));
  33. }
  34. ScriptGameObjectManager::~ScriptGameObjectManager()
  35. {
  36. mOnAssemblyReloadDoneConn.disconnect();
  37. onGameObjectDestroyedConn.disconnect();
  38. }
  39. ScriptSceneObject* ScriptGameObjectManager::getOrCreateScriptSceneObject(const HSceneObject& sceneObject)
  40. {
  41. ScriptSceneObject* so = getScriptSceneObject(sceneObject);
  42. if (so != nullptr)
  43. return so;
  44. return createScriptSceneObject(sceneObject);
  45. }
  46. ScriptSceneObject* ScriptGameObjectManager::createScriptSceneObject(const HSceneObject& sceneObject)
  47. {
  48. MonoClass* sceneObjectClass = ScriptAssemblyManager::instance().getSceneObjectClass();
  49. MonoObject* instance = sceneObjectClass->createInstance();
  50. return createScriptSceneObject(instance, sceneObject);
  51. }
  52. ScriptSceneObject* ScriptGameObjectManager::createScriptSceneObject(MonoObject* existingInstance, const HSceneObject& sceneObject)
  53. {
  54. ScriptSceneObject* so = getScriptSceneObject(sceneObject);
  55. if (so != nullptr)
  56. BS_EXCEPT(InvalidStateException, "Script object for this SceneObject already exists.");
  57. ScriptSceneObject* nativeInstance = new (bs_alloc<ScriptSceneObject>()) ScriptSceneObject(existingInstance, sceneObject);
  58. mScriptSceneObjects[sceneObject.getInstanceId()] = nativeInstance;
  59. return nativeInstance;
  60. }
  61. ScriptComponent* ScriptGameObjectManager::createScriptComponent(MonoObject* existingInstance, const GameObjectHandle<ManagedComponent>& component)
  62. {
  63. ScriptGameObjectBase* comp = getScriptComponent(component.getInstanceId());
  64. if (comp != nullptr)
  65. BS_EXCEPT(InvalidStateException, "Script object for this Component already exists.");
  66. ScriptComponent* nativeInstance = new (bs_alloc<ScriptComponent>()) ScriptComponent(existingInstance);
  67. nativeInstance->setNativeHandle(component);
  68. UINT64 instanceId = component->getInstanceId();
  69. mScriptComponents[instanceId] = nativeInstance;
  70. return nativeInstance;
  71. }
  72. ScriptComponent* ScriptGameObjectManager::getScriptComponent(const GameObjectHandle<ManagedComponent>& component) const
  73. {
  74. auto findIter = mScriptComponents.find(component.getInstanceId());
  75. if (findIter != mScriptComponents.end())
  76. return findIter->second;
  77. return nullptr;
  78. }
  79. ScriptComponent* ScriptGameObjectManager::getScriptComponent(UINT64 instanceId) const
  80. {
  81. auto findIter = mScriptComponents.find(instanceId);
  82. if (findIter != mScriptComponents.end())
  83. return findIter->second;
  84. return nullptr;
  85. }
  86. ScriptSceneObject* ScriptGameObjectManager::getScriptSceneObject(const HSceneObject& sceneObject) const
  87. {
  88. auto findIter = mScriptSceneObjects.find(sceneObject.getInstanceId());
  89. if (findIter != mScriptSceneObjects.end())
  90. return findIter->second;
  91. return nullptr;
  92. }
  93. ScriptSceneObject* ScriptGameObjectManager::getScriptSceneObject(UINT64 instanceId) const
  94. {
  95. auto findIter = mScriptSceneObjects.find(instanceId);
  96. if (findIter != mScriptSceneObjects.end())
  97. return findIter->second;
  98. return nullptr;
  99. }
  100. ScriptGameObjectBase* ScriptGameObjectManager::getScriptGameObject(UINT64 instanceId) const
  101. {
  102. auto findIter = mScriptSceneObjects.find(instanceId);
  103. if (findIter != mScriptSceneObjects.end())
  104. return findIter->second;
  105. auto findIter2 = mScriptComponents.find(instanceId);
  106. if (findIter2 != mScriptComponents.end())
  107. return findIter2->second;
  108. return nullptr;
  109. }
  110. void ScriptGameObjectManager::destroyScriptSceneObject(ScriptSceneObject* sceneObject)
  111. {
  112. UINT64 instanceId = sceneObject->getNativeHandle().getInstanceId();
  113. mScriptSceneObjects.erase(instanceId);
  114. bs_delete(sceneObject);
  115. }
  116. void ScriptGameObjectManager::destroyScriptComponent(ScriptComponent* component)
  117. {
  118. UINT64 instanceId = component->getNativeHandle().getInstanceId();
  119. mScriptComponents.erase(instanceId);
  120. bs_delete(component);
  121. }
  122. void ScriptGameObjectManager::sendComponentResetEvents()
  123. {
  124. for (auto& scriptObjectEntry : mScriptComponents)
  125. {
  126. ScriptComponent* scriptComponent = scriptObjectEntry.second;
  127. HManagedComponent component = scriptComponent->getNativeHandle();
  128. if (!component.isDestroyed())
  129. component->triggerOnReset();
  130. }
  131. }
  132. void ScriptGameObjectManager::wakeRuntimeComponents()
  133. {
  134. for (auto& scriptObjectEntry : mScriptComponents)
  135. {
  136. ScriptComponent* scriptComponent = scriptObjectEntry.second;
  137. HManagedComponent component = scriptComponent->getNativeHandle();
  138. if (component.isDestroyed() || component->runInEditor())
  139. continue;
  140. component->triggerOnInitialize();
  141. if(component->SO()->getActive())
  142. component->triggerOnEnable();
  143. }
  144. }
  145. void ScriptGameObjectManager::onGameObjectDestroyed(const HGameObject& go)
  146. {
  147. UINT64 instanceId = go.getInstanceId();
  148. ScriptSceneObject* so = getScriptSceneObject(instanceId);
  149. if (so == nullptr)
  150. return;
  151. so->_notifyDestroyed();
  152. mScriptSceneObjects.erase(instanceId);
  153. }
  154. }