BsScriptGameObjectManager.cpp 7.0 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 "Wrappers/BsScriptGameObject.h"
  5. #include "Wrappers/BsScriptComponent.h"
  6. #include "Wrappers/BsScriptManagedComponent.h"
  7. #include "Wrappers/BsScriptSceneObject.h"
  8. #include "Scene/BsGameObjectManager.h"
  9. #include "Scene/BsGameObject.h"
  10. #include "Scene/BsComponent.h"
  11. #include "BsManagedComponent.h"
  12. #include "Scene/BsSceneObject.h"
  13. #include "BsMonoManager.h"
  14. #include "BsMonoAssembly.h"
  15. #include "BsMonoClass.h"
  16. #include "Serialization/BsScriptAssemblyManager.h"
  17. #include "BsScriptObjectManager.h"
  18. using namespace std::placeholders;
  19. namespace bs
  20. {
  21. ScriptGameObjectManager::ScriptGameObjectEntry::ScriptGameObjectEntry()
  22. :instance(nullptr), isComponent(false)
  23. { }
  24. ScriptGameObjectManager::ScriptGameObjectEntry::ScriptGameObjectEntry(ScriptGameObjectBase* instance, bool isComponent)
  25. :instance(instance), isComponent(isComponent)
  26. { }
  27. ScriptGameObjectManager::ScriptGameObjectManager()
  28. {
  29. // Calls OnReset on all components after assembly reload happens
  30. mOnAssemblyReloadDoneConn = ScriptObjectManager::instance().onRefreshComplete.connect(
  31. std::bind(&ScriptGameObjectManager::sendComponentResetEvents, this));
  32. onGameObjectDestroyedConn = GameObjectManager::instance().onDestroyed.connect(
  33. std::bind(&ScriptGameObjectManager::onGameObjectDestroyed, this, _1));
  34. }
  35. ScriptGameObjectManager::~ScriptGameObjectManager()
  36. {
  37. mOnAssemblyReloadDoneConn.disconnect();
  38. onGameObjectDestroyedConn.disconnect();
  39. }
  40. ScriptSceneObject* ScriptGameObjectManager::getOrCreateScriptSceneObject(const HSceneObject& sceneObject)
  41. {
  42. ScriptSceneObject* so = getScriptSceneObject(sceneObject);
  43. if (so != nullptr)
  44. return so;
  45. return createScriptSceneObject(sceneObject);
  46. }
  47. ScriptSceneObject* ScriptGameObjectManager::createScriptSceneObject(const HSceneObject& sceneObject)
  48. {
  49. MonoClass* sceneObjectClass = ScriptAssemblyManager::instance().getSceneObjectClass();
  50. MonoObject* instance = sceneObjectClass->createInstance();
  51. return createScriptSceneObject(instance, sceneObject);
  52. }
  53. ScriptSceneObject* ScriptGameObjectManager::createScriptSceneObject(MonoObject* existingInstance, const HSceneObject& sceneObject)
  54. {
  55. ScriptSceneObject* so = getScriptSceneObject(sceneObject);
  56. if (so != nullptr)
  57. BS_EXCEPT(InvalidStateException, "Script object for this SceneObject already exists.");
  58. ScriptSceneObject* nativeInstance = new (bs_alloc<ScriptSceneObject>()) ScriptSceneObject(existingInstance, sceneObject);
  59. mScriptSceneObjects[sceneObject.getInstanceId()] = nativeInstance;
  60. return nativeInstance;
  61. }
  62. ScriptManagedComponent* ScriptGameObjectManager::createManagedScriptComponent(MonoObject* existingInstance,
  63. const HManagedComponent& component)
  64. {
  65. ScriptManagedComponent* nativeInstance = new (bs_alloc<ScriptManagedComponent>())
  66. ScriptManagedComponent(existingInstance, component);
  67. UINT64 instanceId = component->getInstanceId();
  68. mScriptComponents[instanceId] = nativeInstance;
  69. return nativeInstance;
  70. }
  71. ScriptComponentBase* ScriptGameObjectManager::createBuiltinScriptComponent(const HComponent& component)
  72. {
  73. UINT32 rttiId = component->getRTTI()->getRTTIId();
  74. BuiltinComponentInfo* info = ScriptAssemblyManager::instance().getBuiltinComponentInfo(rttiId);
  75. if (info == nullptr)
  76. return nullptr;
  77. ScriptComponentBase* nativeInstance = info->createCallback(component);
  78. nativeInstance->setNativeHandle(static_object_cast<GameObject>(component));
  79. UINT64 instanceId = component->getInstanceId();
  80. mScriptComponents[instanceId] = nativeInstance;
  81. return nativeInstance;
  82. }
  83. ScriptComponentBase* ScriptGameObjectManager::getBuiltinScriptComponent(const HComponent& component, bool createNonExisting)
  84. {
  85. ScriptComponentBase* scriptComponent = getScriptComponent(component.getInstanceId());
  86. if (scriptComponent != nullptr)
  87. return scriptComponent;
  88. if(createNonExisting)
  89. return createBuiltinScriptComponent(component);
  90. return nullptr;
  91. }
  92. ScriptManagedComponent* ScriptGameObjectManager::getManagedScriptComponent(const HManagedComponent& component) const
  93. {
  94. auto findIter = mScriptComponents.find(component.getInstanceId());
  95. if (findIter != mScriptComponents.end())
  96. return static_cast<ScriptManagedComponent*>(findIter->second);
  97. return nullptr;
  98. }
  99. ScriptComponentBase* ScriptGameObjectManager::getScriptComponent(UINT64 instanceId) const
  100. {
  101. auto findIter = mScriptComponents.find(instanceId);
  102. if (findIter != mScriptComponents.end())
  103. return findIter->second;
  104. return nullptr;
  105. }
  106. ScriptSceneObject* ScriptGameObjectManager::getScriptSceneObject(const HSceneObject& sceneObject) const
  107. {
  108. auto findIter = mScriptSceneObjects.find(sceneObject.getInstanceId());
  109. if (findIter != mScriptSceneObjects.end())
  110. return findIter->second;
  111. return nullptr;
  112. }
  113. ScriptSceneObject* ScriptGameObjectManager::getScriptSceneObject(UINT64 instanceId) const
  114. {
  115. auto findIter = mScriptSceneObjects.find(instanceId);
  116. if (findIter != mScriptSceneObjects.end())
  117. return findIter->second;
  118. return nullptr;
  119. }
  120. ScriptGameObjectBase* ScriptGameObjectManager::getScriptGameObject(UINT64 instanceId) const
  121. {
  122. auto findIter = mScriptSceneObjects.find(instanceId);
  123. if (findIter != mScriptSceneObjects.end())
  124. return findIter->second;
  125. auto findIter2 = mScriptComponents.find(instanceId);
  126. if (findIter2 != mScriptComponents.end())
  127. return findIter2->second;
  128. return nullptr;
  129. }
  130. void ScriptGameObjectManager::destroyScriptSceneObject(ScriptSceneObject* sceneObject)
  131. {
  132. UINT64 instanceId = sceneObject->getNativeHandle().getInstanceId();
  133. mScriptSceneObjects.erase(instanceId);
  134. bs_delete(sceneObject);
  135. }
  136. void ScriptGameObjectManager::destroyScriptComponent(ScriptComponentBase* component)
  137. {
  138. UINT64 instanceId = component->getNativeHandle().getInstanceId();
  139. mScriptComponents.erase(instanceId);
  140. bs_delete(component);
  141. }
  142. void ScriptGameObjectManager::sendComponentResetEvents()
  143. {
  144. for (auto& scriptObjectEntry : mScriptComponents)
  145. {
  146. ScriptComponentBase* scriptComponent = scriptObjectEntry.second;
  147. HComponent component = scriptComponent->getComponent();
  148. if (component->getRTTI()->getRTTIId() == TID_ManagedComponent)
  149. {
  150. HManagedComponent managedComponent = static_object_cast<ManagedComponent>(component);
  151. if (!managedComponent.isDestroyed())
  152. managedComponent->triggerOnReset();
  153. }
  154. }
  155. }
  156. void ScriptGameObjectManager::onGameObjectDestroyed(const HGameObject& go)
  157. {
  158. UINT64 instanceId = go.getInstanceId();
  159. ScriptSceneObject* so = getScriptSceneObject(instanceId);
  160. if (so != nullptr)
  161. {
  162. so->_notifyDestroyed();
  163. mScriptSceneObjects.erase(instanceId);
  164. }
  165. ScriptComponentBase* component = getScriptComponent(instanceId);
  166. if(component != nullptr)
  167. {
  168. component->_notifyDestroyed();
  169. mScriptComponents.erase(instanceId);
  170. }
  171. }
  172. }