BsScriptComponent.h 1.6 KB

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  1. #pragma once
  2. #include "BsScriptEnginePrerequisites.h"
  3. #include "BsScriptGameObject.h"
  4. #include "BsScriptObject.h"
  5. #include "BsFont.h"
  6. namespace BansheeEngine
  7. {
  8. class BS_SCR_BE_EXPORT ScriptComponent : public ScriptObject<ScriptComponent, ScriptGameObjectBase>
  9. {
  10. public:
  11. SCRIPT_OBJ(BansheeEngineAssemblyName, "BansheeEngine", "Component")
  12. virtual HGameObject getNativeHandle() const { return mManagedComponent; }
  13. virtual void setNativeHandle(const HGameObject& gameObject);
  14. void setManagedComponent(const GameObjectHandle<ManagedComponent>& managedComponent);
  15. private:
  16. friend class ScriptGameObjectManager;
  17. static void internal_createInstance(MonoObject* instance);
  18. static MonoObject* internal_addComponent(MonoObject* parentSceneObject, MonoReflectionType* type);
  19. static MonoObject* internal_getComponent(MonoObject* parentSceneObject, MonoReflectionType* type);
  20. static MonoArray* internal_getComponents(MonoObject* parentSceneObject);
  21. static void internal_removeComponent(MonoObject* parentSceneObject, MonoReflectionType* type);
  22. static MonoObject* internal_getSceneObject(ScriptComponent* nativeInstance);
  23. static bool checkIfDestroyed(const GameObjectHandleBase& handle);
  24. ScriptComponent(MonoObject* instance);
  25. ~ScriptComponent() {}
  26. virtual ScriptObjectBackup beginRefresh();
  27. virtual void endRefresh(const ScriptObjectBackup& backupData);
  28. virtual MonoObject* _createManagedInstance(bool construct);
  29. void _onManagedInstanceDeleted();
  30. GameObjectHandle<ManagedComponent> mManagedComponent;
  31. String mNamespace;
  32. String mType;
  33. };
  34. }