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- #pragma once
- #include "BsScriptEnginePrerequisites.h"
- #include "BsScriptGameObject.h"
- #include "BsScriptObject.h"
- #include "BsFont.h"
- namespace BansheeEngine
- {
- class BS_SCR_BE_EXPORT ScriptComponent : public ScriptObject<ScriptComponent, ScriptGameObjectBase>
- {
- public:
- SCRIPT_OBJ(ENGINE_ASSEMBLY, "BansheeEngine", "Component")
- virtual HGameObject getNativeHandle() const { return mManagedComponent; }
- virtual void setNativeHandle(const HGameObject& gameObject);
- void setManagedComponent(const GameObjectHandle<ManagedComponent>& managedComponent);
- private:
- friend class ScriptGameObjectManager;
- static void internal_createInstance(MonoObject* instance);
- static MonoObject* internal_addComponent(MonoObject* parentSceneObject, MonoReflectionType* type);
- static MonoObject* internal_getComponent(MonoObject* parentSceneObject, MonoReflectionType* type);
- static MonoArray* internal_getComponents(MonoObject* parentSceneObject);
- static void internal_removeComponent(MonoObject* parentSceneObject, MonoReflectionType* type);
- static MonoObject* internal_getSceneObject(ScriptComponent* nativeInstance);
- static bool checkIfDestroyed(const GameObjectHandleBase& handle);
- ScriptComponent(MonoObject* instance);
- ~ScriptComponent() {}
- virtual ScriptObjectBackup beginRefresh();
- virtual void endRefresh(const ScriptObjectBackup& backupData);
- virtual MonoObject* _createManagedInstance(bool construct);
- void _onManagedInstanceDeleted();
- GameObjectHandle<ManagedComponent> mManagedComponent;
- String mNamespace;
- String mType;
- bool mTypeMissing;
- };
- }
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