BsScriptGameObjectManager.cpp 6.1 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsScriptGameObjectManager.h"
  4. #include "BsScriptGameObject.h"
  5. #include "BsScriptComponent.h"
  6. #include "BsScriptSceneObject.h"
  7. #include "BsGameObjectManager.h"
  8. #include "BsGameObject.h"
  9. #include "BsComponent.h"
  10. #include "BsManagedComponent.h"
  11. #include "BsSceneObject.h"
  12. #include "BsMonoManager.h"
  13. #include "BsMonoAssembly.h"
  14. #include "BsMonoClass.h"
  15. #include "BsScriptAssemblyManager.h"
  16. #include "BsScriptObjectManager.h"
  17. using namespace std::placeholders;
  18. namespace BansheeEngine
  19. {
  20. ScriptGameObjectManager::ScriptGameObjectEntry::ScriptGameObjectEntry()
  21. :instance(nullptr), isComponent(false)
  22. { }
  23. ScriptGameObjectManager::ScriptGameObjectEntry::ScriptGameObjectEntry(ScriptGameObjectBase* instance, bool isComponent)
  24. :instance(instance), isComponent(isComponent)
  25. { }
  26. ScriptGameObjectManager::ScriptGameObjectManager()
  27. {
  28. // Calls OnReset on all components after assembly reload happens
  29. mOnAssemblyReloadDoneConn = ScriptObjectManager::instance().onRefreshComplete.connect(
  30. std::bind(&ScriptGameObjectManager::sendComponentResetEvents, this));
  31. onGameObjectDestroyedConn = GameObjectManager::instance().onDestroyed.connect(
  32. std::bind(&ScriptGameObjectManager::onGameObjectDestroyed, this, _1));
  33. }
  34. ScriptGameObjectManager::~ScriptGameObjectManager()
  35. {
  36. mOnAssemblyReloadDoneConn.disconnect();
  37. onGameObjectDestroyedConn.disconnect();
  38. }
  39. ScriptSceneObject* ScriptGameObjectManager::getOrCreateScriptSceneObject(const HSceneObject& sceneObject)
  40. {
  41. ScriptSceneObject* so = getScriptSceneObject(sceneObject);
  42. if (so != nullptr)
  43. return so;
  44. return createScriptSceneObject(sceneObject);
  45. }
  46. ScriptSceneObject* ScriptGameObjectManager::createScriptSceneObject(const HSceneObject& sceneObject)
  47. {
  48. MonoClass* sceneObjectClass = ScriptAssemblyManager::instance().getSceneObjectClass();
  49. MonoObject* instance = sceneObjectClass->createInstance();
  50. return createScriptSceneObject(instance, sceneObject);
  51. }
  52. ScriptSceneObject* ScriptGameObjectManager::createScriptSceneObject(MonoObject* existingInstance, const HSceneObject& sceneObject)
  53. {
  54. ScriptSceneObject* so = getScriptSceneObject(sceneObject);
  55. if (so != nullptr)
  56. BS_EXCEPT(InvalidStateException, "Script object for this SceneObject already exists.");
  57. ScriptSceneObject* nativeInstance = new (bs_alloc<ScriptSceneObject>()) ScriptSceneObject(existingInstance, sceneObject);
  58. mScriptSceneObjects[sceneObject.getInstanceId()] = nativeInstance;
  59. return nativeInstance;
  60. }
  61. ScriptComponent* ScriptGameObjectManager::createScriptComponent(MonoObject* existingInstance, const GameObjectHandle<ManagedComponent>& component)
  62. {
  63. ScriptComponent* nativeInstance = new (bs_alloc<ScriptComponent>()) ScriptComponent(existingInstance);
  64. nativeInstance->setNativeHandle(component);
  65. UINT64 instanceId = component->getInstanceId();
  66. mScriptComponents[instanceId] = nativeInstance;
  67. return nativeInstance;
  68. }
  69. ScriptComponent* ScriptGameObjectManager::getScriptComponent(const GameObjectHandle<ManagedComponent>& component) const
  70. {
  71. auto findIter = mScriptComponents.find(component.getInstanceId());
  72. if (findIter != mScriptComponents.end())
  73. return findIter->second;
  74. return nullptr;
  75. }
  76. ScriptComponent* ScriptGameObjectManager::getScriptComponent(UINT64 instanceId) const
  77. {
  78. auto findIter = mScriptComponents.find(instanceId);
  79. if (findIter != mScriptComponents.end())
  80. return findIter->second;
  81. return nullptr;
  82. }
  83. ScriptSceneObject* ScriptGameObjectManager::getScriptSceneObject(const HSceneObject& sceneObject) const
  84. {
  85. auto findIter = mScriptSceneObjects.find(sceneObject.getInstanceId());
  86. if (findIter != mScriptSceneObjects.end())
  87. return findIter->second;
  88. return nullptr;
  89. }
  90. ScriptSceneObject* ScriptGameObjectManager::getScriptSceneObject(UINT64 instanceId) const
  91. {
  92. auto findIter = mScriptSceneObjects.find(instanceId);
  93. if (findIter != mScriptSceneObjects.end())
  94. return findIter->second;
  95. return nullptr;
  96. }
  97. ScriptGameObjectBase* ScriptGameObjectManager::getScriptGameObject(UINT64 instanceId) const
  98. {
  99. auto findIter = mScriptSceneObjects.find(instanceId);
  100. if (findIter != mScriptSceneObjects.end())
  101. return findIter->second;
  102. auto findIter2 = mScriptComponents.find(instanceId);
  103. if (findIter2 != mScriptComponents.end())
  104. return findIter2->second;
  105. return nullptr;
  106. }
  107. void ScriptGameObjectManager::destroyScriptSceneObject(ScriptSceneObject* sceneObject)
  108. {
  109. UINT64 instanceId = sceneObject->getNativeHandle().getInstanceId();
  110. mScriptSceneObjects.erase(instanceId);
  111. bs_delete(sceneObject);
  112. }
  113. void ScriptGameObjectManager::destroyScriptComponent(ScriptComponent* component)
  114. {
  115. UINT64 instanceId = component->getNativeHandle().getInstanceId();
  116. mScriptComponents.erase(instanceId);
  117. bs_delete(component);
  118. }
  119. void ScriptGameObjectManager::sendComponentResetEvents()
  120. {
  121. for (auto& scriptObjectEntry : mScriptComponents)
  122. {
  123. ScriptComponent* scriptComponent = scriptObjectEntry.second;
  124. HManagedComponent component = scriptComponent->getNativeHandle();
  125. if (!component.isDestroyed())
  126. component->triggerOnReset();
  127. }
  128. }
  129. void ScriptGameObjectManager::wakeRuntimeComponents()
  130. {
  131. for (auto& scriptObjectEntry : mScriptComponents)
  132. {
  133. ScriptComponent* scriptComponent = scriptObjectEntry.second;
  134. HManagedComponent component = scriptComponent->getNativeHandle();
  135. if (component.isDestroyed() || component->runInEditor())
  136. continue;
  137. component->triggerOnInitialize();
  138. if(component->SO()->getActive())
  139. component->triggerOnEnable();
  140. }
  141. }
  142. void ScriptGameObjectManager::onGameObjectDestroyed(const HGameObject& go)
  143. {
  144. UINT64 instanceId = go.getInstanceId();
  145. ScriptSceneObject* so = getScriptSceneObject(instanceId);
  146. if (so == nullptr)
  147. return;
  148. so->_notifyDestroyed();
  149. mScriptSceneObjects.erase(instanceId);
  150. }
  151. }