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BsScriptScene.cpp 4.1 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsScriptScene.h"
  4. #include "BsMonoManager.h"
  5. #include "BsMonoClass.h"
  6. #include "BsMonoField.h"
  7. #include "BsMonoUtil.h"
  8. #include "BsSceneManager.h"
  9. #include "BsResources.h"
  10. #include "BsPrefab.h"
  11. #include "BsApplication.h"
  12. #include "BsSceneObject.h"
  13. #include "BsScriptGameObjectManager.h"
  14. #include "BsGameResourceManager.h"
  15. #include "BsScriptResourceManager.h"
  16. #include "BsScriptPrefab.h"
  17. #include "BsScriptSceneObject.h"
  18. #include "BsScriptObjectManager.h"
  19. namespace BansheeEngine
  20. {
  21. const char* ScriptScene::ActiveSceneNameFieldName = "activeSceneName";
  22. const char* ScriptScene::ActiveSceneUUIDFieldName = "activeSceneUUID";
  23. HEvent ScriptScene::OnRefreshDomainLoadedConn;
  24. HEvent ScriptScene::OnRefreshStartedConn;
  25. String ScriptScene::ActiveSceneUUID;
  26. WString ScriptScene::ActiveSceneName;
  27. ScriptScene::ScriptScene(MonoObject* instance)
  28. :ScriptObject(instance)
  29. { }
  30. void ScriptScene::initRuntimeData()
  31. {
  32. metaData.scriptClass->addInternalCall("Internal_LoadScene", &ScriptScene::internal_LoadScene);
  33. metaData.scriptClass->addInternalCall("Internal_GetRoot", &ScriptScene::internal_GetRoot);
  34. metaData.scriptClass->addInternalCall("Internal_ClearScene", &ScriptScene::internal_ClearScene);
  35. metaData.scriptClass->addInternalCall("Internal_GetMainCameraSO", &ScriptScene::internal_GetMainCameraSO);
  36. }
  37. void ScriptScene::startUp()
  38. {
  39. OnRefreshStartedConn = ScriptObjectManager::instance().onRefreshStarted.connect(&onRefreshStarted);
  40. OnRefreshDomainLoadedConn = ScriptObjectManager::instance().onRefreshDomainLoaded.connect(&onRefreshDomainLoaded);
  41. }
  42. void ScriptScene::shutDown()
  43. {
  44. OnRefreshStartedConn.disconnect();
  45. OnRefreshDomainLoadedConn.disconnect();
  46. }
  47. MonoObject* ScriptScene::internal_LoadScene(MonoString* path)
  48. {
  49. Path nativePath = MonoUtil::monoToWString(path);
  50. HPrefab prefab = GameResourceManager::instance().load<Prefab>(nativePath, true);
  51. if (prefab.isLoaded(false))
  52. {
  53. HSceneObject root = prefab->instantiate();
  54. gSceneManager()._setRootNode(root);
  55. ScriptPrefab* scriptPrefab;
  56. ScriptResourceManager::instance().getScriptResource(prefab, &scriptPrefab, true);
  57. return scriptPrefab->getManagedInstance();
  58. }
  59. else
  60. {
  61. LOGERR("Failed loading scene at path: \"" + nativePath.toString() + "\"");
  62. return nullptr;
  63. }
  64. }
  65. void ScriptScene::onRefreshStarted()
  66. {
  67. MonoField* uuidField = metaData.scriptClass->getField(ActiveSceneUUIDFieldName);
  68. if (uuidField != nullptr)
  69. ActiveSceneUUID = MonoUtil::monoToString((MonoString*)uuidField->getValueBoxed(nullptr));
  70. MonoField* nameField = metaData.scriptClass->getField(ActiveSceneNameFieldName);
  71. if (nameField != nullptr)
  72. ActiveSceneName = MonoUtil::monoToWString((MonoString*)nameField->getValueBoxed(nullptr));
  73. }
  74. void ScriptScene::onRefreshDomainLoaded()
  75. {
  76. MonoField* uuidField = metaData.scriptClass->getField(ActiveSceneUUIDFieldName);
  77. if (uuidField != nullptr)
  78. uuidField->setValue(nullptr, MonoUtil::stringToMono(ActiveSceneUUID));
  79. MonoField* nameField = metaData.scriptClass->getField(ActiveSceneNameFieldName);
  80. if (nameField != nullptr)
  81. nameField->setValue(nullptr, MonoUtil::wstringToMono(ActiveSceneName));
  82. }
  83. MonoObject* ScriptScene::internal_GetRoot()
  84. {
  85. HSceneObject root = SceneManager::instance().getRootNode();
  86. ScriptSceneObject* scriptRoot = ScriptGameObjectManager::instance().getOrCreateScriptSceneObject(root);
  87. return scriptRoot->getManagedInstance();
  88. }
  89. void ScriptScene::internal_ClearScene()
  90. {
  91. gSceneManager().clearScene();
  92. }
  93. MonoObject* ScriptScene::internal_GetMainCameraSO()
  94. {
  95. SceneCameraData cameraData = gSceneManager().getMainCamera();
  96. if (cameraData.sceneObject == nullptr)
  97. return nullptr;
  98. ScriptSceneObject* cameraSo = ScriptGameObjectManager::instance().getOrCreateScriptSceneObject(cameraData.sceneObject);
  99. return cameraSo->getManagedInstance();
  100. }
  101. }