BsScriptGameObjectManager.cpp 4.6 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::getOrCreateScriptSceneObject(const HSceneObject& sceneObject)
  33. {
  34. ScriptSceneObject* so = getScriptSceneObject(sceneObject);
  35. if (so != nullptr)
  36. return so;
  37. return createScriptSceneObject(sceneObject);
  38. }
  39. ScriptSceneObject* ScriptGameObjectManager::createScriptSceneObject(const HSceneObject& sceneObject)
  40. {
  41. MonoClass* sceneObjectClass = ScriptAssemblyManager::instance().getSceneObjectClass();
  42. MonoObject* instance = sceneObjectClass->createInstance();
  43. return createScriptSceneObject(instance, sceneObject);
  44. }
  45. ScriptSceneObject* ScriptGameObjectManager::createScriptSceneObject(MonoObject* existingInstance, const HSceneObject& sceneObject)
  46. {
  47. ScriptGameObjectBase* go = getScriptGameObject(sceneObject.getInstanceId());
  48. if (go != nullptr)
  49. {
  50. BS_EXCEPT(InvalidStateException, "Script component for this SceneObject already exists.");
  51. }
  52. ScriptSceneObject* nativeInstance = new (bs_alloc<ScriptSceneObject>()) ScriptSceneObject(existingInstance, sceneObject);
  53. mScriptGameObjects[sceneObject.getInstanceId()] = ScriptGameObjectEntry(nativeInstance, false);
  54. return nativeInstance;
  55. }
  56. ScriptComponent* ScriptGameObjectManager::createScriptComponent(MonoObject* existingInstance, const GameObjectHandle<ManagedComponent>& component)
  57. {
  58. ScriptGameObjectBase* go = getScriptGameObject(component.getInstanceId());
  59. if (go != nullptr)
  60. {
  61. BS_EXCEPT(InvalidStateException, "Script component for this Component already exists.");
  62. }
  63. ScriptComponent* nativeInstance = new (bs_alloc<ScriptComponent>()) ScriptComponent(existingInstance);
  64. nativeInstance->setNativeHandle(component);
  65. mScriptGameObjects[component->getInstanceId()] = ScriptGameObjectEntry(nativeInstance, true);
  66. return nativeInstance;
  67. }
  68. ScriptComponent* ScriptGameObjectManager::getScriptComponent(const GameObjectHandle<ManagedComponent>& component) const
  69. {
  70. ScriptGameObjectBase* go = getScriptGameObject(component.getInstanceId());
  71. return static_cast<ScriptComponent*>(go);
  72. }
  73. ScriptComponent* ScriptGameObjectManager::getScriptComponent(UINT64 instanceId) const
  74. {
  75. ScriptGameObjectBase* go = getScriptGameObject(instanceId);
  76. return static_cast<ScriptComponent*>(go);
  77. }
  78. ScriptSceneObject* ScriptGameObjectManager::getScriptSceneObject(const HSceneObject& sceneObject) const
  79. {
  80. ScriptGameObjectBase* go = getScriptGameObject(sceneObject.getInstanceId());
  81. return static_cast<ScriptSceneObject*>(go);
  82. }
  83. ScriptGameObjectBase* ScriptGameObjectManager::getScriptGameObject(UINT64 instanceId) const
  84. {
  85. auto findIter = mScriptGameObjects.find(instanceId);
  86. if (findIter != mScriptGameObjects.end())
  87. return static_cast<ScriptSceneObject*>(findIter->second.instance);
  88. return nullptr;
  89. }
  90. void ScriptGameObjectManager::destroyScriptGameObject(ScriptGameObjectBase* gameObject)
  91. {
  92. UINT64 instanceId = gameObject->getNativeHandle().getInstanceId();
  93. mScriptGameObjects.erase(instanceId);
  94. bs_delete(gameObject);
  95. }
  96. void ScriptGameObjectManager::sendComponentResetEvents()
  97. {
  98. for (auto& scriptObjectEntry : mScriptGameObjects)
  99. {
  100. const ScriptGameObjectEntry& entry = scriptObjectEntry.second;
  101. if (!entry.isComponent)
  102. continue;
  103. ScriptComponent* scriptComponent = static_cast<ScriptComponent*>(entry.instance);
  104. HManagedComponent component = scriptComponent->getNativeHandle();
  105. component->triggerOnReset();
  106. }
  107. }
  108. }