BsScriptScene.cpp 4.9 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "Wrappers/BsScriptScene.h"
  4. #include "BsMonoManager.h"
  5. #include "BsMonoClass.h"
  6. #include "BsMonoMethod.h"
  7. #include "BsMonoUtil.h"
  8. #include "Scene/BsSceneManager.h"
  9. #include "Resources/BsResources.h"
  10. #include "Scene/BsPrefab.h"
  11. #include "BsApplication.h"
  12. #include "Scene/BsSceneObject.h"
  13. #include "Renderer/BsCamera.h"
  14. #include "BsScriptGameObjectManager.h"
  15. #include "Resources/BsGameResourceManager.h"
  16. #include "BsScriptResourceManager.h"
  17. #include "Wrappers/BsScriptPrefab.h"
  18. #include "Wrappers/BsScriptSceneObject.h"
  19. #include "BsScriptObjectManager.h"
  20. namespace bs
  21. {
  22. HEvent ScriptScene::OnRefreshDomainLoadedConn;
  23. HEvent ScriptScene::OnRefreshStartedConn;
  24. UUID ScriptScene::sActiveSceneUUID;
  25. String ScriptScene::sActiveSceneName;
  26. bool ScriptScene::sIsGenericPrefab;
  27. ScriptScene::OnUpdateThunkDef ScriptScene::onUpdateThunk;
  28. ScriptScene::ScriptScene(MonoObject* instance)
  29. :ScriptObject(instance)
  30. { }
  31. void ScriptScene::initRuntimeData()
  32. {
  33. metaData.scriptClass->addInternalCall("Internal_SetActiveScene", (void*)&ScriptScene::internal_SetActiveScene);
  34. metaData.scriptClass->addInternalCall("Internal_GetRoot", (void*)&ScriptScene::internal_GetRoot);
  35. metaData.scriptClass->addInternalCall("Internal_ClearScene", (void*)&ScriptScene::internal_ClearScene);
  36. metaData.scriptClass->addInternalCall("Internal_GetMainCameraSO", (void*)&ScriptScene::internal_GetMainCameraSO);
  37. MonoMethod* updateMethod = metaData.scriptClass->getMethod("OnUpdate");
  38. onUpdateThunk = (OnUpdateThunkDef)updateMethod->getThunk();
  39. }
  40. void ScriptScene::startUp()
  41. {
  42. OnRefreshStartedConn = ScriptObjectManager::instance().onRefreshStarted.connect(&onRefreshStarted);
  43. OnRefreshDomainLoadedConn = ScriptObjectManager::instance().onRefreshDomainLoaded.connect(&onRefreshDomainLoaded);
  44. }
  45. void ScriptScene::shutDown()
  46. {
  47. OnRefreshStartedConn.disconnect();
  48. OnRefreshDomainLoadedConn.disconnect();
  49. }
  50. void ScriptScene::update()
  51. {
  52. MonoUtil::invokeThunk(onUpdateThunk);
  53. }
  54. void ScriptScene::setActiveScene(const HPrefab& prefab)
  55. {
  56. if (prefab.isLoaded(false))
  57. {
  58. // If scene replace current root node, otherwise just append to the current root node
  59. if (prefab->isScene())
  60. {
  61. HSceneObject root = prefab->instantiate();
  62. gSceneManager().setRootNode(root);
  63. }
  64. else
  65. {
  66. gSceneManager().clearScene();
  67. prefab->instantiate();
  68. }
  69. }
  70. else
  71. {
  72. LOGERR("Attempting to activate a scene that hasn't finished loading yet.");
  73. }
  74. }
  75. void ScriptScene::internal_SetActiveScene(ScriptPrefab* scriptPrefab)
  76. {
  77. HPrefab prefab = scriptPrefab->getHandle();
  78. setActiveScene(prefab);
  79. }
  80. void ScriptScene::onRefreshStarted()
  81. {
  82. MonoMethod* uuidMethod = metaData.scriptClass->getMethod("GetSceneUUID");
  83. if (uuidMethod != nullptr)
  84. sActiveSceneUUID = ScriptUUID::unbox(uuidMethod->invoke(nullptr, nullptr));
  85. MonoMethod* nameMethod = metaData.scriptClass->getMethod("GetSceneName");
  86. if (nameMethod != nullptr)
  87. sActiveSceneName = MonoUtil::monoToString((MonoString*)nameMethod->invoke(nullptr, nullptr));
  88. MonoMethod* genericPrefabMethod = metaData.scriptClass->getMethod("GetIsGenericPrefab");
  89. if (genericPrefabMethod != nullptr)
  90. sIsGenericPrefab = *(bool*)MonoUtil::unbox(genericPrefabMethod->invoke(nullptr, nullptr));
  91. }
  92. void ScriptScene::onRefreshDomainLoaded()
  93. {
  94. MonoMethod* uuidMethod = metaData.scriptClass->getMethod("SetSceneUUID", 1);
  95. if (uuidMethod != nullptr)
  96. {
  97. void* params[1];
  98. params[0] = ScriptUUID::box(sActiveSceneUUID);
  99. uuidMethod->invoke(nullptr, params);
  100. }
  101. MonoMethod* nameMethod = metaData.scriptClass->getMethod("SetSceneName", 1);
  102. if (nameMethod != nullptr)
  103. {
  104. void* params[1];
  105. params[0] = MonoUtil::stringToMono(sActiveSceneName);
  106. nameMethod->invoke(nullptr, params);
  107. }
  108. MonoMethod* genericPrefabMethod = metaData.scriptClass->getMethod("SetIsGenericPrefab", 1);
  109. if (genericPrefabMethod != nullptr)
  110. {
  111. void* params[1] = { &sIsGenericPrefab };
  112. genericPrefabMethod->invoke(nullptr, params);
  113. }
  114. }
  115. MonoObject* ScriptScene::internal_GetRoot()
  116. {
  117. HSceneObject root = SceneManager::instance().getRootNode();
  118. ScriptSceneObject* scriptRoot = ScriptGameObjectManager::instance().getOrCreateScriptSceneObject(root);
  119. return scriptRoot->getManagedInstance();
  120. }
  121. void ScriptScene::internal_ClearScene()
  122. {
  123. gSceneManager().clearScene();
  124. }
  125. MonoObject* ScriptScene::internal_GetMainCameraSO()
  126. {
  127. SPtr<Camera> camera = gSceneManager().getMainCamera();
  128. HSceneObject so = gSceneManager()._getActorSO(camera);
  129. if (so == nullptr)
  130. return nullptr;
  131. ScriptSceneObject* cameraSo = ScriptGameObjectManager::instance().getOrCreateScriptSceneObject(so);
  132. return cameraSo->getManagedInstance();
  133. }
  134. }