BsScriptGameObjectManager.cpp 3.3 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. namespace BansheeEngine
  13. {
  14. ScriptGameObjectManager::ScriptGameObjectManager()
  15. :mSceneObjectClass(nullptr)
  16. {
  17. MonoAssembly* assembly = MonoManager::instance().getAssembly(BansheeEngineAssemblyName);
  18. if(assembly == nullptr)
  19. BS_EXCEPT(InternalErrorException, "Cannot find \"" + String(BansheeEngineAssemblyName) + "\" assembly.");
  20. mSceneObjectClass = assembly->getClass("BansheeEngine", "SceneObject");
  21. if(mSceneObjectClass == nullptr)
  22. BS_EXCEPT(InternalErrorException, "Cannot find managed SceneObject class.");
  23. }
  24. ScriptComponent* ScriptGameObjectManager::createScriptComponent(const GameObjectHandle<ManagedComponent>& component)
  25. {
  26. auto findIter = mScriptGameObjects.find(component->getInstanceId());
  27. if(findIter != mScriptGameObjects.end())
  28. BS_EXCEPT(InvalidStateException, "Script component for this Component already exists.");
  29. ScriptComponent* nativeInstance = new (bs_alloc<ScriptComponent>()) ScriptComponent(component->getManagedInstance(), component);
  30. mScriptGameObjects[component->getInstanceId()] = nativeInstance;
  31. return nativeInstance;
  32. }
  33. ScriptSceneObject* ScriptGameObjectManager::createScriptSceneObject(const HSceneObject& sceneObject)
  34. {
  35. MonoObject* instance = mSceneObjectClass->createInstance();
  36. return createScriptSceneObject(instance, sceneObject);
  37. }
  38. ScriptSceneObject* ScriptGameObjectManager::createScriptSceneObject(MonoObject* existingInstance, const HSceneObject& sceneObject)
  39. {
  40. auto findIter = mScriptGameObjects.find(sceneObject.getInstanceId());
  41. if(findIter != mScriptGameObjects.end())
  42. BS_EXCEPT(InvalidStateException, "Script SceneObject for this SceneObject already exists.");
  43. ScriptSceneObject* nativeInstance = new (bs_alloc<ScriptSceneObject>()) ScriptSceneObject(existingInstance, sceneObject);
  44. mScriptGameObjects[sceneObject.getInstanceId()] = nativeInstance;
  45. return nativeInstance;
  46. }
  47. ScriptComponent* ScriptGameObjectManager::getScriptComponent(const GameObjectHandle<ManagedComponent>& component) const
  48. {
  49. auto findIter = mScriptGameObjects.find(component.getInstanceId());
  50. if(findIter != mScriptGameObjects.end())
  51. return static_cast<ScriptComponent*>(findIter->second);
  52. return nullptr;
  53. }
  54. ScriptSceneObject* ScriptGameObjectManager::getScriptSceneObject(const HSceneObject& sceneObject) const
  55. {
  56. auto findIter = mScriptGameObjects.find(sceneObject.getInstanceId());
  57. if(findIter != mScriptGameObjects.end())
  58. return static_cast<ScriptSceneObject*>(findIter->second);
  59. return nullptr;
  60. }
  61. ScriptGameObjectBase* ScriptGameObjectManager::getScriptGameObject(UINT64 instanceId) const
  62. {
  63. auto findIter = mScriptGameObjects.find(instanceId);
  64. if (findIter != mScriptGameObjects.end())
  65. return static_cast<ScriptSceneObject*>(findIter->second);
  66. return nullptr;
  67. }
  68. void ScriptGameObjectManager::destroyScriptGameObject(ScriptGameObjectBase* gameObject)
  69. {
  70. UINT64 idx = gameObject->getNativeHandle().getInstanceId();
  71. mScriptGameObjects.erase(idx);
  72. bs_delete(gameObject);
  73. }
  74. }