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- #include "BsEditorScriptLibrary.h"
- #include "BsEditorScriptManager.h"
- #include "BsEditorApplication.h"
- #include "BsScriptObjectManager.h"
- #include "BsFileSystem.h"
- #include "BsMonoManager.h"
- #include "BsScriptAssemblyManager.h"
- #include "BsMonoAssembly.h"
- namespace BansheeEngine
- {
- EditorScriptLibrary::EditorScriptLibrary()
- :mScriptAssembliesLoaded(false)
- { }
- void EditorScriptLibrary::initialize()
- {
- EngineScriptLibrary::initialize();
- EditorScriptManager::startUp();
- }
- void EditorScriptLibrary::reload()
- {
- Path engineAssemblyPath = gApplication().getEngineAssemblyPath();
- Path gameAssemblyPath = gApplication().getGameAssemblyPath();
- Path editorAssemblyPath = gEditorApplication().getEditorAssemblyPath();
- Path editorScriptAssemblyPath = gEditorApplication().getEditorScriptAssemblyPath();
- #if BS_DEBUG_MODE
- mScriptAssembliesLoaded = true; // Force assembly refresh as an ad hoc unit test in debug mode
- #endif
- // Do a full refresh if we have already loaded script assemblies
- if (mScriptAssembliesLoaded)
- {
- Vector<std::pair<String, Path>> assemblies;
- assemblies.push_back({ ENGINE_ASSEMBLY, engineAssemblyPath });
- if (gEditorApplication().isProjectLoaded())
- {
- if (FileSystem::exists(gameAssemblyPath))
- assemblies.push_back({ SCRIPT_GAME_ASSEMBLY, gameAssemblyPath });
- }
- assemblies.push_back({ EDITOR_ASSEMBLY, editorAssemblyPath });
- if (gEditorApplication().isProjectLoaded())
- {
- if (FileSystem::exists(editorScriptAssemblyPath))
- assemblies.push_back({ SCRIPT_EDITOR_ASSEMBLY, editorScriptAssemblyPath });
- }
- ScriptObjectManager::instance().refreshAssemblies(assemblies);
- }
- else // Otherwise just additively load them
- {
- MonoManager::instance().loadAssembly(engineAssemblyPath.toString(), ENGINE_ASSEMBLY);
- ScriptAssemblyManager::instance().loadAssemblyInfo(ENGINE_ASSEMBLY);
- if (FileSystem::exists(gameAssemblyPath))
- {
- MonoManager::instance().loadAssembly(gameAssemblyPath.toString(), SCRIPT_GAME_ASSEMBLY);
- ScriptAssemblyManager::instance().loadAssemblyInfo(SCRIPT_GAME_ASSEMBLY);
- }
- MonoManager::instance().loadAssembly(editorAssemblyPath.toString(), EDITOR_ASSEMBLY);
- ScriptAssemblyManager::instance().loadAssemblyInfo(EDITOR_ASSEMBLY);
- if (FileSystem::exists(editorScriptAssemblyPath))
- {
- MonoManager::instance().loadAssembly(editorScriptAssemblyPath.toString(), SCRIPT_EDITOR_ASSEMBLY);
- ScriptAssemblyManager::instance().loadAssemblyInfo(SCRIPT_EDITOR_ASSEMBLY);
- }
- mScriptAssembliesLoaded = true;
- }
- }
- void EditorScriptLibrary::destroy()
- {
- unloadAssemblies();
- EditorScriptManager::shutDown();
- shutdownModules();
- }
- }
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