BsScriptManagedComponent.cpp 3.7 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsScriptManagedComponent.h"
  4. #include "BsScriptGameObjectManager.h"
  5. #include "BsScriptObjectManager.h"
  6. #include "BsScriptAssemblyManager.h"
  7. #include "BsScriptMeta.h"
  8. #include "BsMonoField.h"
  9. #include "BsMonoClass.h"
  10. #include "BsMonoMethod.h"
  11. #include "BsMonoManager.h"
  12. #include "BsMonoUtil.h"
  13. #include "BsScriptSceneObject.h"
  14. #include "BsScriptAssemblyManager.h"
  15. #include "BsManagedComponent.h"
  16. #include "BsSceneObject.h"
  17. #include "BsMonoUtil.h"
  18. namespace bs
  19. {
  20. ScriptManagedComponent::ScriptManagedComponent(MonoObject* instance)
  21. :ScriptObject(instance), mTypeMissing(false)
  22. {
  23. assert(instance != nullptr);
  24. MonoUtil::getClassName(instance, mNamespace, mType);
  25. }
  26. void ScriptManagedComponent::initRuntimeData()
  27. {
  28. metaData.scriptClass->addInternalCall("Internal_Invoke", &ScriptManagedComponent::internal_invoke);
  29. }
  30. void ScriptManagedComponent::internal_invoke(ScriptManagedComponent* nativeInstance, MonoString* name)
  31. {
  32. HManagedComponent comp = nativeInstance->mComponent;
  33. if (checkIfDestroyed(nativeInstance->mComponent))
  34. return;
  35. MonoObject* compObj = comp->getManagedInstance();
  36. MonoClass* compClass = comp->getClass();
  37. bool found = false;
  38. String methodName = MonoUtil::monoToString(name);
  39. while (compClass != nullptr)
  40. {
  41. MonoMethod* method = compClass->getMethod(methodName);
  42. if (method != nullptr)
  43. {
  44. method->invoke(compObj, nullptr);
  45. found = true;
  46. break;
  47. }
  48. // Search for methods on base class if there is one
  49. MonoClass* baseClass = compClass->getBaseClass();
  50. if (baseClass != metaData.scriptClass)
  51. compClass = baseClass;
  52. else
  53. break;
  54. }
  55. if (!found)
  56. {
  57. LOGWRN("Method invoke failed. Cannot find method \"" + methodName + "\" on component of type \"" +
  58. compClass->getTypeName() + "\".");
  59. }
  60. }
  61. MonoObject* ScriptManagedComponent::_createManagedInstance(bool construct)
  62. {
  63. SPtr<ManagedSerializableObjectInfo> currentObjInfo = nullptr;
  64. // See if this type even still exists
  65. if (!ScriptAssemblyManager::instance().getSerializableObjectInfo(mNamespace, mType, currentObjInfo))
  66. {
  67. mTypeMissing = true;
  68. return ScriptAssemblyManager::instance().getMissingComponentClass()->createInstance(true);
  69. }
  70. mTypeMissing = false;
  71. return currentObjInfo->mMonoClass->createInstance(construct);
  72. }
  73. ScriptObjectBackup ScriptManagedComponent::beginRefresh()
  74. {
  75. ScriptGameObjectBase::beginRefresh();
  76. HManagedComponent managedComponent = static_object_cast<ManagedComponent>(mComponent);
  77. ScriptObjectBackup backupData;
  78. // It's possible that managed component is destroyed but a reference to it
  79. // is still kept. Don't backup such components.
  80. if (!managedComponent.isDestroyed(true))
  81. backupData.data = managedComponent->backup(true);
  82. return backupData;
  83. }
  84. void ScriptManagedComponent::endRefresh(const ScriptObjectBackup& backupData)
  85. {
  86. HManagedComponent managedComponent = static_object_cast<ManagedComponent>(mComponent);
  87. ComponentBackupData componentBackup = any_cast<ComponentBackupData>(backupData.data);
  88. managedComponent->restore(mManagedInstance, componentBackup, mTypeMissing);
  89. ScriptGameObjectBase::endRefresh(backupData);
  90. }
  91. void ScriptManagedComponent::_onManagedInstanceDeleted()
  92. {
  93. mManagedInstance = nullptr;
  94. // It's possible that managed component is destroyed but a reference to it
  95. // is still kept during assembly refresh. Such components shouldn't be restored
  96. // so we delete them.
  97. if (!mRefreshInProgress || mComponent.isDestroyed(true))
  98. ScriptGameObjectManager::instance().destroyScriptComponent(this);
  99. }
  100. }