BsScriptComponent.cpp 7.0 KB

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  1. #include "BsScriptComponent.h"
  2. #include "BsScriptGameObjectManager.h"
  3. #include "BsScriptObjectManager.h"
  4. #include "BsScriptAssemblyManager.h"
  5. #include "BsScriptMeta.h"
  6. #include "BsMonoField.h"
  7. #include "BsMonoClass.h"
  8. #include "BsMonoMethod.h"
  9. #include "BsMonoManager.h"
  10. #include "BsMonoUtil.h"
  11. #include "BsScriptSceneObject.h"
  12. #include "BsManagedComponent.h"
  13. #include "BsSceneObject.h"
  14. #include "BsMonoUtil.h"
  15. namespace BansheeEngine
  16. {
  17. ScriptComponent::ScriptComponent(MonoObject* instance)
  18. :ScriptObject(instance), mTypeMissing(false)
  19. {
  20. assert(instance != nullptr);
  21. MonoUtil::getClassName(instance, mNamespace, mType);
  22. }
  23. void ScriptComponent::initRuntimeData()
  24. {
  25. metaData.scriptClass->addInternalCall("Internal_AddComponent", &ScriptComponent::internal_addComponent);
  26. metaData.scriptClass->addInternalCall("Internal_GetComponent", &ScriptComponent::internal_getComponent);
  27. metaData.scriptClass->addInternalCall("Internal_GetComponents", &ScriptComponent::internal_getComponents);
  28. metaData.scriptClass->addInternalCall("Internal_RemoveComponent", &ScriptComponent::internal_removeComponent);
  29. metaData.scriptClass->addInternalCall("Internal_GetSceneObject", &ScriptComponent::internal_getSceneObject);
  30. }
  31. MonoObject* ScriptComponent::internal_addComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  32. {
  33. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  34. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  35. if (checkIfDestroyed(so))
  36. return nullptr;
  37. GameObjectHandle<ManagedComponent> mc = so->addComponent<ManagedComponent>(type);
  38. return mc->getManagedInstance();
  39. }
  40. MonoObject* ScriptComponent::internal_getComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  41. {
  42. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  43. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  44. if (checkIfDestroyed(so))
  45. return nullptr;
  46. const Vector<HComponent>& mComponents = so->getComponents();
  47. for(auto& component : mComponents)
  48. {
  49. if(component->getTypeId() == TID_ManagedComponent)
  50. {
  51. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  52. if(managedComponent->getRuntimeType() == type)
  53. {
  54. return managedComponent->getManagedInstance();
  55. }
  56. }
  57. }
  58. return nullptr;
  59. }
  60. MonoArray* ScriptComponent::internal_getComponents(MonoObject* parentSceneObject)
  61. {
  62. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  63. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  64. Vector<MonoObject*> managedComponents;
  65. if (!checkIfDestroyed(so))
  66. {
  67. const Vector<HComponent>& mComponents = so->getComponents();
  68. for (auto& component : mComponents)
  69. {
  70. if (component->getTypeId() == TID_ManagedComponent)
  71. {
  72. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  73. managedComponents.push_back(managedComponent->getManagedInstance());
  74. }
  75. }
  76. }
  77. MonoArray* componentArray = mono_array_new(MonoManager::instance().getDomain(),
  78. metaData.scriptClass->_getInternalClass(), (UINT32)managedComponents.size());
  79. for(UINT32 i = 0; i < (UINT32)managedComponents.size(); i++)
  80. {
  81. void* elemAddr = mono_array_addr_with_size(componentArray, sizeof(MonoObject*), i);
  82. memcpy(elemAddr, &managedComponents[i], sizeof(MonoObject*));
  83. }
  84. return componentArray;
  85. }
  86. void ScriptComponent::internal_removeComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  87. {
  88. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  89. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  90. if (checkIfDestroyed(so))
  91. return;
  92. // We only allow single component per type
  93. const Vector<HComponent>& mComponents = so->getComponents();
  94. for(auto& component : mComponents)
  95. {
  96. if(component->getTypeId() == TID_ManagedComponent)
  97. {
  98. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  99. if(managedComponent->getRuntimeType() == type)
  100. {
  101. managedComponent->destroy();
  102. return;
  103. }
  104. }
  105. }
  106. LOGWRN("Attempting to remove a component that doesn't exists on SceneObject \"" + so->getName() + "\"");
  107. }
  108. MonoObject* ScriptComponent::internal_getSceneObject(ScriptComponent* nativeInstance)
  109. {
  110. if (checkIfDestroyed(nativeInstance->mManagedComponent))
  111. return nullptr;
  112. HSceneObject sceneObject = nativeInstance->mManagedComponent->sceneObject();
  113. ScriptSceneObject* scriptSO = ScriptGameObjectManager::instance().getScriptSceneObject(sceneObject);
  114. if (scriptSO == nullptr)
  115. scriptSO = ScriptGameObjectManager::instance().createScriptSceneObject(sceneObject);
  116. assert(scriptSO->getManagedInstance() != nullptr);
  117. return scriptSO->getManagedInstance();
  118. }
  119. bool ScriptComponent::checkIfDestroyed(const GameObjectHandleBase& handle)
  120. {
  121. if (handle.isDestroyed())
  122. {
  123. LOGWRN("Trying to access a destroyed GameObject with instance ID: " + handle.getInstanceId());
  124. return true;
  125. }
  126. return false;
  127. }
  128. MonoObject* ScriptComponent::_createManagedInstance(bool construct)
  129. {
  130. ManagedSerializableObjectInfoPtr currentObjInfo = nullptr;
  131. // See if this type even still exists
  132. if (!ScriptAssemblyManager::instance().getSerializableObjectInfo(mNamespace, mType, currentObjInfo))
  133. {
  134. mTypeMissing = true;
  135. return ScriptAssemblyManager::instance().getMissingComponentClass()->createInstance(true);
  136. }
  137. mTypeMissing = false;
  138. return currentObjInfo->mMonoClass->createInstance(construct);
  139. }
  140. ScriptObjectBackup ScriptComponent::beginRefresh()
  141. {
  142. ScriptGameObjectBase::beginRefresh();
  143. ScriptObjectBackup backupData;
  144. // It's possible that managed component is destroyed but a reference to it
  145. // is still kept. Don't backup such components.
  146. if (!mManagedComponent.isDestroyed(true))
  147. backupData.data = mManagedComponent->backup(true);
  148. return backupData;
  149. }
  150. void ScriptComponent::endRefresh(const ScriptObjectBackup& backupData)
  151. {
  152. ComponentBackupData componentBackup = any_cast<ComponentBackupData>(backupData.data);
  153. mManagedComponent->restore(mManagedInstance, componentBackup, mTypeMissing);
  154. ScriptGameObjectBase::endRefresh(backupData);
  155. }
  156. void ScriptComponent::_onManagedInstanceDeleted()
  157. {
  158. mManagedInstance = nullptr;
  159. // It's possible that managed component is destroyed but a reference to it
  160. // is still kept during assembly refresh. Such components shouldn't be restored
  161. // so we delete them.
  162. if (!mRefreshInProgress || mManagedComponent.isDestroyed(true))
  163. ScriptGameObjectManager::instance().destroyScriptComponent(this);
  164. }
  165. void ScriptComponent::setNativeHandle(const HGameObject& gameObject)
  166. {
  167. mManagedComponent = static_object_cast<ManagedComponent>(gameObject);
  168. }
  169. }