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 "BsMonoMethod.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. HEvent ScriptScene::OnRefreshDomainLoadedConn;
  22. HEvent ScriptScene::OnRefreshStartedConn;
  23. String ScriptScene::ActiveSceneUUID;
  24. WString ScriptScene::ActiveSceneName;
  25. ScriptScene::ScriptScene(MonoObject* instance)
  26. :ScriptObject(instance)
  27. { }
  28. void ScriptScene::initRuntimeData()
  29. {
  30. metaData.scriptClass->addInternalCall("Internal_LoadScene", &ScriptScene::internal_LoadScene);
  31. metaData.scriptClass->addInternalCall("Internal_GetRoot", &ScriptScene::internal_GetRoot);
  32. metaData.scriptClass->addInternalCall("Internal_ClearScene", &ScriptScene::internal_ClearScene);
  33. metaData.scriptClass->addInternalCall("Internal_GetMainCameraSO", &ScriptScene::internal_GetMainCameraSO);
  34. }
  35. void ScriptScene::startUp()
  36. {
  37. OnRefreshStartedConn = ScriptObjectManager::instance().onRefreshStarted.connect(&onRefreshStarted);
  38. OnRefreshDomainLoadedConn = ScriptObjectManager::instance().onRefreshDomainLoaded.connect(&onRefreshDomainLoaded);
  39. }
  40. void ScriptScene::shutDown()
  41. {
  42. OnRefreshStartedConn.disconnect();
  43. OnRefreshDomainLoadedConn.disconnect();
  44. }
  45. MonoObject* ScriptScene::internal_LoadScene(MonoString* path)
  46. {
  47. Path nativePath = MonoUtil::monoToWString(path);
  48. HPrefab prefab = GameResourceManager::instance().load<Prefab>(nativePath, true);
  49. if (prefab.isLoaded(false))
  50. {
  51. HSceneObject root = prefab->instantiate();
  52. gSceneManager()._setRootNode(root);
  53. ScriptPrefab* scriptPrefab;
  54. ScriptResourceManager::instance().getScriptResource(prefab, &scriptPrefab, true);
  55. return scriptPrefab->getManagedInstance();
  56. }
  57. else
  58. {
  59. LOGERR("Failed loading scene at path: \"" + nativePath.toString() + "\"");
  60. return nullptr;
  61. }
  62. }
  63. void ScriptScene::onRefreshStarted()
  64. {
  65. MonoMethod* uuidMethod = metaData.scriptClass->getMethod("GetSceneUUID");
  66. if (uuidMethod != nullptr)
  67. ActiveSceneUUID = MonoUtil::monoToString((MonoString*)uuidMethod->invoke(nullptr, nullptr));
  68. MonoMethod* nameMethod = metaData.scriptClass->getMethod("GetSceneName");
  69. if (nameMethod != nullptr)
  70. ActiveSceneName = MonoUtil::monoToWString((MonoString*)nameMethod->invoke(nullptr, nullptr));
  71. }
  72. void ScriptScene::onRefreshDomainLoaded()
  73. {
  74. MonoMethod* uuidMethod = metaData.scriptClass->getMethod("SetSceneUUID", 1);
  75. if (uuidMethod != nullptr)
  76. {
  77. void* params[1];
  78. params[0] = MonoUtil::stringToMono(ActiveSceneUUID);
  79. uuidMethod->invoke(nullptr, params);
  80. }
  81. MonoMethod* nameMethod = metaData.scriptClass->getMethod("SetSceneName", 1);
  82. if (nameMethod != nullptr)
  83. {
  84. void* params[1];
  85. params[0] = MonoUtil::wstringToMono(ActiveSceneName);
  86. nameMethod->invoke(nullptr, params);
  87. }
  88. }
  89. MonoObject* ScriptScene::internal_GetRoot()
  90. {
  91. HSceneObject root = SceneManager::instance().getRootNode();
  92. ScriptSceneObject* scriptRoot = ScriptGameObjectManager::instance().getOrCreateScriptSceneObject(root);
  93. return scriptRoot->getManagedInstance();
  94. }
  95. void ScriptScene::internal_ClearScene()
  96. {
  97. gSceneManager().clearScene();
  98. }
  99. MonoObject* ScriptScene::internal_GetMainCameraSO()
  100. {
  101. SceneCameraData cameraData = gSceneManager().getMainCamera();
  102. if (cameraData.sceneObject == nullptr)
  103. return nullptr;
  104. ScriptSceneObject* cameraSo = ScriptGameObjectManager::instance().getOrCreateScriptSceneObject(cameraData.sceneObject);
  105. return cameraSo->getManagedInstance();
  106. }
  107. }