BsScriptComponent.cpp 4.9 KB

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  1. #include "BsScriptComponent.h"
  2. #include "BsScriptGameObjectManager.h"
  3. #include "BsScriptMeta.h"
  4. #include "BsMonoField.h"
  5. #include "BsMonoClass.h"
  6. #include "BsMonoManager.h"
  7. #include "BsMonoUtil.h"
  8. #include "BsScriptSceneObject.h"
  9. #include "BsManagedComponent.h"
  10. #include "CmSceneObject.h"
  11. namespace BansheeEngine
  12. {
  13. ScriptComponent::ScriptComponent(MonoObject* instance, const GameObjectHandle<ManagedComponent>& managedComponent)
  14. :ScriptObject(instance), mManagedComponent(managedComponent)
  15. { }
  16. void ScriptComponent::initRuntimeData()
  17. {
  18. metaData.scriptClass->addInternalCall("Internal_AddComponent", &ScriptComponent::internal_addComponent);
  19. metaData.scriptClass->addInternalCall("Internal_GetComponent", &ScriptComponent::internal_getComponent);
  20. metaData.scriptClass->addInternalCall("Internal_GetComponents", &ScriptComponent::internal_getComponents);
  21. metaData.scriptClass->addInternalCall("Internal_RemoveComponent", &ScriptComponent::internal_removeComponent);
  22. }
  23. MonoObject* ScriptComponent::internal_addComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  24. {
  25. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  26. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  27. // We only allow single component per type
  28. const Vector<HComponent>& mComponents = so->getComponents();
  29. for(auto& component : mComponents)
  30. {
  31. if(component->getTypeId() == TID_ManagedComponent)
  32. {
  33. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  34. if(managedComponent->getRuntimeType() == type)
  35. {
  36. LOGWRN("Attempting to add a component that already exists on SceneObject \"" + so->getName() + "\"");
  37. return managedComponent->getManagedInstance();
  38. }
  39. }
  40. }
  41. GameObjectHandle<ManagedComponent> mc = so->addComponent<ManagedComponent>(type);
  42. ScriptComponent* nativeInstance = ScriptGameObjectManager::instance().createScriptComponent(mc);
  43. return nativeInstance->getManagedInstance();
  44. }
  45. MonoObject* ScriptComponent::internal_getComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  46. {
  47. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  48. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  49. const Vector<HComponent>& mComponents = so->getComponents();
  50. for(auto& component : mComponents)
  51. {
  52. if(component->getTypeId() == TID_ManagedComponent)
  53. {
  54. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  55. if(managedComponent->getRuntimeType() == type)
  56. {
  57. return managedComponent->getManagedInstance();
  58. }
  59. }
  60. }
  61. return nullptr;
  62. }
  63. MonoArray* ScriptComponent::internal_getComponents(MonoObject* parentSceneObject)
  64. {
  65. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  66. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  67. const Vector<HComponent>& mComponents = so->getComponents();
  68. Vector<MonoObject*> managedComponents;
  69. for(auto& component : mComponents)
  70. {
  71. if(component->getTypeId() == TID_ManagedComponent)
  72. {
  73. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  74. managedComponents.push_back(managedComponent->getManagedInstance());
  75. }
  76. }
  77. MonoArray* componentArray = mono_array_new(MonoManager::instance().getDomain(),
  78. metaData.scriptClass->_getInternalClass(), (UINT32)managedComponents.size());
  79. for(UINT32 i = 0; i < (UINT32)managedComponents.size(); i++)
  80. {
  81. void* elemAddr = mono_array_addr_with_size(componentArray, sizeof(MonoObject*), i);
  82. memcpy(elemAddr, &managedComponents[i], sizeof(MonoObject*));
  83. }
  84. return componentArray;
  85. }
  86. void ScriptComponent::internal_removeComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  87. {
  88. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  89. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  90. // We only allow single component per type
  91. const Vector<HComponent>& mComponents = so->getComponents();
  92. for(auto& component : mComponents)
  93. {
  94. if(component->getTypeId() == TID_ManagedComponent)
  95. {
  96. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  97. if(managedComponent->getRuntimeType() == type)
  98. {
  99. managedComponent->destroy();
  100. return;
  101. }
  102. }
  103. }
  104. LOGWRN("Attempting to remove a component that doesn't exists on SceneObject \"" + so->getName() + "\"");
  105. }
  106. void ScriptComponent::_onManagedInstanceDeleted()
  107. {
  108. mManagedInstance = nullptr;
  109. ScriptGameObjectManager::instance().destroyScriptGameObject(this);
  110. }
  111. void ScriptComponent::setNativeHandle(const HGameObject& gameObject)
  112. {
  113. mManagedComponent = static_object_cast<ManagedComponent>(gameObject);
  114. }
  115. }