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- #include "BsScriptGameObjectManager.h"
- #include "BsScriptGameObject.h"
- #include "BsScriptComponent.h"
- #include "BsScriptSceneObject.h"
- #include "BsGameObject.h"
- #include "BsComponent.h"
- #include "BsManagedComponent.h"
- #include "BsSceneObject.h"
- #include "BsMonoManager.h"
- #include "BsMonoAssembly.h"
- #include "BsMonoClass.h"
- namespace BansheeEngine
- {
- ScriptGameObjectManager::ScriptGameObjectManager()
- :mSceneObjectClass(nullptr)
- {
- MonoAssembly* assembly = MonoManager::instance().getAssembly(BansheeEngineAssemblyName);
- if(assembly == nullptr)
- BS_EXCEPT(InternalErrorException, "Cannot find \"" + String(BansheeEngineAssemblyName) + "\" assembly.");
- mSceneObjectClass = assembly->getClass("BansheeEngine", "SceneObject");
- if(mSceneObjectClass == nullptr)
- BS_EXCEPT(InternalErrorException, "Cannot find managed SceneObject class.");
- }
- void ScriptGameObjectManager::registerScriptComponent(ScriptComponent* nativeInstance, const GameObjectHandle<ManagedComponent>& component)
- {
- auto findIter = mScriptGameObjects.find(component->getInstanceId());
- if(findIter != mScriptGameObjects.end())
- BS_EXCEPT(InvalidStateException, "Script component for this Component already exists.");
- nativeInstance->setManagedComponent(component);
- mScriptGameObjects[component->getInstanceId()] = nativeInstance;
- }
- ScriptSceneObject* ScriptGameObjectManager::createScriptSceneObject(const HSceneObject& sceneObject)
- {
- MonoObject* instance = mSceneObjectClass->createInstance();
- return createScriptSceneObject(instance, sceneObject);
- }
- ScriptSceneObject* ScriptGameObjectManager::createScriptSceneObject(MonoObject* existingInstance, const HSceneObject& sceneObject)
- {
- auto findIter = mScriptGameObjects.find(sceneObject.getInstanceId());
- if(findIter != mScriptGameObjects.end())
- BS_EXCEPT(InvalidStateException, "Script SceneObject for this SceneObject already exists.");
- ScriptSceneObject* nativeInstance = new (bs_alloc<ScriptSceneObject>()) ScriptSceneObject(existingInstance, sceneObject);
- mScriptGameObjects[sceneObject.getInstanceId()] = nativeInstance;
- return nativeInstance;
- }
- ScriptComponent* ScriptGameObjectManager::getScriptComponent(const GameObjectHandle<ManagedComponent>& component) const
- {
- auto findIter = mScriptGameObjects.find(component.getInstanceId());
- if(findIter != mScriptGameObjects.end())
- return static_cast<ScriptComponent*>(findIter->second);
- return nullptr;
- }
- ScriptSceneObject* ScriptGameObjectManager::getScriptSceneObject(const HSceneObject& sceneObject) const
- {
- auto findIter = mScriptGameObjects.find(sceneObject.getInstanceId());
- if(findIter != mScriptGameObjects.end())
- return static_cast<ScriptSceneObject*>(findIter->second);
- return nullptr;
- }
- ScriptGameObjectBase* ScriptGameObjectManager::getScriptGameObject(UINT64 instanceId) const
- {
- auto findIter = mScriptGameObjects.find(instanceId);
- if (findIter != mScriptGameObjects.end())
- return static_cast<ScriptSceneObject*>(findIter->second);
- return nullptr;
- }
- void ScriptGameObjectManager::destroyScriptGameObject(ScriptGameObjectBase* gameObject)
- {
- UINT64 idx = gameObject->getNativeHandle().getInstanceId();
- mScriptGameObjects.erase(idx);
- bs_delete(gameObject);
- }
- }
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