BsScriptGameObjectManager.cpp 4.1 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. void ScriptGameObjectManager::registerScriptComponent(ScriptComponent* nativeInstance, const GameObjectHandle<ManagedComponent>& component)
  33. {
  34. auto findIter = mScriptGameObjects.find(component->getInstanceId());
  35. if(findIter != mScriptGameObjects.end())
  36. BS_EXCEPT(InvalidStateException, "Script component for this Component already exists.");
  37. nativeInstance->setManagedComponent(component);
  38. mScriptGameObjects[component->getInstanceId()] = ScriptGameObjectEntry(nativeInstance, true);
  39. }
  40. ScriptSceneObject* ScriptGameObjectManager::createScriptSceneObject(const HSceneObject& sceneObject)
  41. {
  42. MonoClass* sceneObjectClass = ScriptAssemblyManager::instance().getSceneObjectClass();
  43. MonoObject* instance = sceneObjectClass->createInstance();
  44. return createScriptSceneObject(instance, sceneObject);
  45. }
  46. ScriptSceneObject* ScriptGameObjectManager::createScriptSceneObject(MonoObject* existingInstance, const HSceneObject& sceneObject)
  47. {
  48. auto findIter = mScriptGameObjects.find(sceneObject.getInstanceId());
  49. if(findIter != mScriptGameObjects.end())
  50. BS_EXCEPT(InvalidStateException, "Script SceneObject for this SceneObject already exists.");
  51. ScriptSceneObject* nativeInstance = new (bs_alloc<ScriptSceneObject>()) ScriptSceneObject(existingInstance, sceneObject);
  52. mScriptGameObjects[sceneObject.getInstanceId()] = ScriptGameObjectEntry(nativeInstance, false);
  53. return nativeInstance;
  54. }
  55. ScriptComponent* ScriptGameObjectManager::getScriptComponent(const GameObjectHandle<ManagedComponent>& component) const
  56. {
  57. auto findIter = mScriptGameObjects.find(component.getInstanceId());
  58. if(findIter != mScriptGameObjects.end())
  59. return static_cast<ScriptComponent*>(findIter->second.instance);
  60. return nullptr;
  61. }
  62. ScriptSceneObject* ScriptGameObjectManager::getScriptSceneObject(const HSceneObject& sceneObject) const
  63. {
  64. auto findIter = mScriptGameObjects.find(sceneObject.getInstanceId());
  65. if(findIter != mScriptGameObjects.end())
  66. return static_cast<ScriptSceneObject*>(findIter->second.instance);
  67. return nullptr;
  68. }
  69. ScriptGameObjectBase* ScriptGameObjectManager::getScriptGameObject(UINT64 instanceId) const
  70. {
  71. auto findIter = mScriptGameObjects.find(instanceId);
  72. if (findIter != mScriptGameObjects.end())
  73. return static_cast<ScriptSceneObject*>(findIter->second.instance);
  74. return nullptr;
  75. }
  76. void ScriptGameObjectManager::destroyScriptGameObject(ScriptGameObjectBase* gameObject)
  77. {
  78. UINT64 idx = gameObject->getNativeHandle().getInstanceId();
  79. mScriptGameObjects.erase(idx);
  80. bs_delete(gameObject);
  81. }
  82. void ScriptGameObjectManager::sendComponentResetEvents()
  83. {
  84. for (auto& scriptObjectEntry : mScriptGameObjects)
  85. {
  86. const ScriptGameObjectEntry& entry = scriptObjectEntry.second;
  87. if (!entry.isComponent)
  88. continue;
  89. ScriptComponent* scriptComponent = static_cast<ScriptComponent*>(entry.instance);
  90. HManagedComponent component = scriptComponent->getNativeHandle();
  91. component->triggerOnReset();
  92. }
  93. }
  94. }