BsScriptGameObjectManager.cpp 7.1 KB

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  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 "BsScriptManagedComponent.h"
  7. #include "BsScriptSceneObject.h"
  8. #include "BsGameObjectManager.h"
  9. #include "BsGameObject.h"
  10. #include "BsComponent.h"
  11. #include "BsManagedComponent.h"
  12. #include "BsSceneObject.h"
  13. #include "BsMonoManager.h"
  14. #include "BsMonoAssembly.h"
  15. #include "BsMonoClass.h"
  16. #include "BsScriptAssemblyManager.h"
  17. #include "BsScriptObjectManager.h"
  18. #include "BsBuiltinComponentLookup.h"
  19. using namespace std::placeholders;
  20. namespace bs
  21. {
  22. ScriptGameObjectManager::ScriptGameObjectEntry::ScriptGameObjectEntry()
  23. :instance(nullptr), isComponent(false)
  24. { }
  25. ScriptGameObjectManager::ScriptGameObjectEntry::ScriptGameObjectEntry(ScriptGameObjectBase* instance, bool isComponent)
  26. :instance(instance), isComponent(isComponent)
  27. { }
  28. ScriptGameObjectManager::ScriptGameObjectManager()
  29. {
  30. // Calls OnReset on all components after assembly reload happens
  31. mOnAssemblyReloadDoneConn = ScriptObjectManager::instance().onRefreshComplete.connect(
  32. std::bind(&ScriptGameObjectManager::sendComponentResetEvents, this));
  33. onGameObjectDestroyedConn = GameObjectManager::instance().onDestroyed.connect(
  34. std::bind(&ScriptGameObjectManager::onGameObjectDestroyed, this, _1));
  35. }
  36. ScriptGameObjectManager::~ScriptGameObjectManager()
  37. {
  38. mOnAssemblyReloadDoneConn.disconnect();
  39. onGameObjectDestroyedConn.disconnect();
  40. }
  41. ScriptSceneObject* ScriptGameObjectManager::getOrCreateScriptSceneObject(const HSceneObject& sceneObject)
  42. {
  43. ScriptSceneObject* so = getScriptSceneObject(sceneObject);
  44. if (so != nullptr)
  45. return so;
  46. return createScriptSceneObject(sceneObject);
  47. }
  48. ScriptSceneObject* ScriptGameObjectManager::createScriptSceneObject(const HSceneObject& sceneObject)
  49. {
  50. MonoClass* sceneObjectClass = ScriptAssemblyManager::instance().getSceneObjectClass();
  51. MonoObject* instance = sceneObjectClass->createInstance();
  52. return createScriptSceneObject(instance, sceneObject);
  53. }
  54. ScriptSceneObject* ScriptGameObjectManager::createScriptSceneObject(MonoObject* existingInstance, const HSceneObject& sceneObject)
  55. {
  56. ScriptSceneObject* so = getScriptSceneObject(sceneObject);
  57. if (so != nullptr)
  58. BS_EXCEPT(InvalidStateException, "Script object for this SceneObject already exists.");
  59. ScriptSceneObject* nativeInstance = new (bs_alloc<ScriptSceneObject>()) ScriptSceneObject(existingInstance, sceneObject);
  60. mScriptSceneObjects[sceneObject.getInstanceId()] = nativeInstance;
  61. return nativeInstance;
  62. }
  63. ScriptManagedComponent* ScriptGameObjectManager::createManagedScriptComponent(MonoObject* existingInstance,
  64. const HManagedComponent& component)
  65. {
  66. ScriptManagedComponent* nativeInstance = new (bs_alloc<ScriptManagedComponent>()) ScriptManagedComponent(existingInstance);
  67. nativeInstance->setNativeHandle(component);
  68. UINT64 instanceId = component->getInstanceId();
  69. mScriptComponents[instanceId] = nativeInstance;
  70. return nativeInstance;
  71. }
  72. ScriptComponentBase* ScriptGameObjectManager::createBuiltinScriptComponent(const HComponent& component)
  73. {
  74. UINT32 rttiId = component->getRTTI()->getRTTIId();
  75. BuiltinComponentInfo* info = ScriptAssemblyManager::instance().getBuiltinComponentInfo(rttiId);
  76. if (info == nullptr)
  77. return nullptr;
  78. ScriptComponentBase* nativeInstance = info->createCallback(component);
  79. nativeInstance->setNativeHandle(component);
  80. UINT64 instanceId = component->getInstanceId();
  81. mScriptComponents[instanceId] = nativeInstance;
  82. return nativeInstance;
  83. }
  84. ScriptComponentBase* ScriptGameObjectManager::getBuiltinScriptComponent(const HComponent& component)
  85. {
  86. ScriptComponentBase* scriptComponent = getScriptComponent(component.getInstanceId());
  87. if (scriptComponent != nullptr)
  88. return scriptComponent;
  89. return createBuiltinScriptComponent(component);
  90. }
  91. ScriptManagedComponent* ScriptGameObjectManager::getManagedScriptComponent(const HManagedComponent& component) const
  92. {
  93. auto findIter = mScriptComponents.find(component.getInstanceId());
  94. if (findIter != mScriptComponents.end())
  95. return static_cast<ScriptManagedComponent*>(findIter->second);
  96. return nullptr;
  97. }
  98. ScriptComponentBase* ScriptGameObjectManager::getScriptComponent(UINT64 instanceId) const
  99. {
  100. auto findIter = mScriptComponents.find(instanceId);
  101. if (findIter != mScriptComponents.end())
  102. return findIter->second;
  103. return nullptr;
  104. }
  105. ScriptSceneObject* ScriptGameObjectManager::getScriptSceneObject(const HSceneObject& sceneObject) const
  106. {
  107. auto findIter = mScriptSceneObjects.find(sceneObject.getInstanceId());
  108. if (findIter != mScriptSceneObjects.end())
  109. return findIter->second;
  110. return nullptr;
  111. }
  112. ScriptSceneObject* ScriptGameObjectManager::getScriptSceneObject(UINT64 instanceId) const
  113. {
  114. auto findIter = mScriptSceneObjects.find(instanceId);
  115. if (findIter != mScriptSceneObjects.end())
  116. return findIter->second;
  117. return nullptr;
  118. }
  119. ScriptGameObjectBase* ScriptGameObjectManager::getScriptGameObject(UINT64 instanceId) const
  120. {
  121. auto findIter = mScriptSceneObjects.find(instanceId);
  122. if (findIter != mScriptSceneObjects.end())
  123. return findIter->second;
  124. auto findIter2 = mScriptComponents.find(instanceId);
  125. if (findIter2 != mScriptComponents.end())
  126. return findIter2->second;
  127. return nullptr;
  128. }
  129. void ScriptGameObjectManager::destroyScriptSceneObject(ScriptSceneObject* sceneObject)
  130. {
  131. UINT64 instanceId = sceneObject->getNativeHandle().getInstanceId();
  132. mScriptSceneObjects.erase(instanceId);
  133. bs_delete(sceneObject);
  134. }
  135. void ScriptGameObjectManager::destroyScriptComponent(ScriptComponentBase* component)
  136. {
  137. UINT64 instanceId = component->getNativeHandle().getInstanceId();
  138. mScriptComponents.erase(instanceId);
  139. bs_delete(component);
  140. }
  141. void ScriptGameObjectManager::sendComponentResetEvents()
  142. {
  143. for (auto& scriptObjectEntry : mScriptComponents)
  144. {
  145. ScriptComponentBase* scriptComponent = scriptObjectEntry.second;
  146. HComponent component = scriptComponent->getComponent();
  147. if (component->getRTTI()->getRTTIId() == TID_ManagedComponent)
  148. {
  149. HManagedComponent managedComponent = static_object_cast<ManagedComponent>(component);
  150. if (!managedComponent.isDestroyed())
  151. managedComponent->triggerOnReset();
  152. }
  153. }
  154. }
  155. void ScriptGameObjectManager::onGameObjectDestroyed(const HGameObject& go)
  156. {
  157. UINT64 instanceId = go.getInstanceId();
  158. ScriptSceneObject* so = getScriptSceneObject(instanceId);
  159. if (so != nullptr)
  160. {
  161. so->_notifyDestroyed();
  162. mScriptSceneObjects.erase(instanceId);
  163. }
  164. ScriptComponentBase* component = getScriptComponent(instanceId);
  165. if(component != nullptr)
  166. {
  167. component->_notifyDestroyed();
  168. mScriptComponents.erase(instanceId);
  169. }
  170. }
  171. }