BsScriptGameObjectManager.cpp 4.5 KB

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  1. #include "BsScriptGameObjectManager.h"
  2. #include "BsScriptGameObject.h"
  3. #include "BsScriptComponent.h"
  4. #include "BsScriptSceneObject.h"
  5. #include "BsGameObject.h"
  6. #include "BsComponent.h"
  7. #include "BsManagedComponent.h"
  8. #include "BsSceneObject.h"
  9. #include "BsMonoManager.h"
  10. #include "BsMonoAssembly.h"
  11. #include "BsMonoClass.h"
  12. #include "BsScriptAssemblyManager.h"
  13. #include "BsScriptObjectManager.h"
  14. namespace BansheeEngine
  15. {
  16. ScriptGameObjectManager::ScriptGameObjectEntry::ScriptGameObjectEntry()
  17. :instance(nullptr), isComponent(false)
  18. { }
  19. ScriptGameObjectManager::ScriptGameObjectEntry::ScriptGameObjectEntry(ScriptGameObjectBase* instance, bool isComponent)
  20. :instance(instance), isComponent(isComponent)
  21. { }
  22. ScriptGameObjectManager::ScriptGameObjectManager()
  23. {
  24. // Calls OnReset on all components after assembly reload happens
  25. mOnAssemblyReloadDoneConn = ScriptObjectManager::instance().onRefreshComplete.connect(
  26. std::bind(&ScriptGameObjectManager::sendComponentResetEvents, this));
  27. }
  28. ScriptGameObjectManager::~ScriptGameObjectManager()
  29. {
  30. mOnAssemblyReloadDoneConn.disconnect();
  31. }
  32. ScriptSceneObject* ScriptGameObjectManager::createScriptSceneObject(const HSceneObject& sceneObject)
  33. {
  34. MonoClass* sceneObjectClass = ScriptAssemblyManager::instance().getSceneObjectClass();
  35. MonoObject* instance = sceneObjectClass->createInstance();
  36. return createScriptSceneObject(instance, sceneObject);
  37. }
  38. ScriptSceneObject* ScriptGameObjectManager::createScriptSceneObject(MonoObject* existingInstance, const HSceneObject& sceneObject)
  39. {
  40. auto findIter = mScriptGameObjects.find(sceneObject.getInstanceId());
  41. if(findIter != mScriptGameObjects.end())
  42. BS_EXCEPT(InvalidStateException, "Script SceneObject for this SceneObject already exists.");
  43. ScriptSceneObject* nativeInstance = new (bs_alloc<ScriptSceneObject>()) ScriptSceneObject(existingInstance, sceneObject);
  44. mScriptGameObjects[sceneObject.getInstanceId()] = ScriptGameObjectEntry(nativeInstance, false);
  45. return nativeInstance;
  46. }
  47. ScriptComponent* ScriptGameObjectManager::createScriptComponent(MonoObject* existingInstance, const GameObjectHandle<ManagedComponent>& component)
  48. {
  49. auto findIter = mScriptGameObjects.find(component->getInstanceId());
  50. if(findIter != mScriptGameObjects.end())
  51. BS_EXCEPT(InvalidStateException, "Script component for this Component already exists.");
  52. ScriptComponent* nativeInstance = new (bs_alloc<ScriptComponent>()) ScriptComponent(existingInstance);
  53. nativeInstance->setManagedComponent(component);
  54. mScriptGameObjects[component->getInstanceId()] = ScriptGameObjectEntry(nativeInstance, true);
  55. return nativeInstance;
  56. }
  57. ScriptComponent* ScriptGameObjectManager::getScriptComponent(const GameObjectHandle<ManagedComponent>& component) const
  58. {
  59. auto findIter = mScriptGameObjects.find(component.getInstanceId());
  60. if(findIter != mScriptGameObjects.end())
  61. return static_cast<ScriptComponent*>(findIter->second.instance);
  62. return nullptr;
  63. }
  64. ScriptComponent* ScriptGameObjectManager::getScriptComponent(UINT64 instanceId) const
  65. {
  66. auto findIter = mScriptGameObjects.find(instanceId);
  67. if (findIter != mScriptGameObjects.end())
  68. return static_cast<ScriptComponent*>(findIter->second.instance);
  69. return nullptr;
  70. }
  71. ScriptSceneObject* ScriptGameObjectManager::getScriptSceneObject(const HSceneObject& sceneObject) const
  72. {
  73. auto findIter = mScriptGameObjects.find(sceneObject.getInstanceId());
  74. if(findIter != mScriptGameObjects.end())
  75. return static_cast<ScriptSceneObject*>(findIter->second.instance);
  76. return nullptr;
  77. }
  78. ScriptGameObjectBase* ScriptGameObjectManager::getScriptGameObject(UINT64 instanceId) const
  79. {
  80. auto findIter = mScriptGameObjects.find(instanceId);
  81. if (findIter != mScriptGameObjects.end())
  82. return static_cast<ScriptSceneObject*>(findIter->second.instance);
  83. return nullptr;
  84. }
  85. void ScriptGameObjectManager::destroyScriptGameObject(ScriptGameObjectBase* gameObject)
  86. {
  87. UINT64 idx = gameObject->getNativeHandle().getInstanceId();
  88. mScriptGameObjects.erase(idx);
  89. bs_delete(gameObject);
  90. }
  91. void ScriptGameObjectManager::sendComponentResetEvents()
  92. {
  93. for (auto& scriptObjectEntry : mScriptGameObjects)
  94. {
  95. const ScriptGameObjectEntry& entry = scriptObjectEntry.second;
  96. if (!entry.isComponent)
  97. continue;
  98. ScriptComponent* scriptComponent = static_cast<ScriptComponent*>(entry.instance);
  99. HManagedComponent component = scriptComponent->getNativeHandle();
  100. component->triggerOnReset();
  101. }
  102. }
  103. }