BsScriptScene.cpp 1.3 KB

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  1. #include "BsScriptScene.h"
  2. #include "BsMonoManager.h"
  3. #include "BsMonoClass.h"
  4. #include "BsMonoMethod.h"
  5. #include "BsMonoUtil.h"
  6. #include "BsSceneManager.h"
  7. #include "BsResources.h"
  8. #include "BsPrefab.h"
  9. #include "BsApplication.h"
  10. #include "BsSceneObject.h"
  11. #include "BsGameResourceManager.h"
  12. namespace BansheeEngine
  13. {
  14. ScriptScene::ScriptScene(MonoObject* instance)
  15. :ScriptObject(instance)
  16. { }
  17. void ScriptScene::initRuntimeData()
  18. {
  19. metaData.scriptClass->addInternalCall("Internal_LoadScene", &ScriptScene::internal_LoadScene);
  20. metaData.scriptClass->addInternalCall("Internal_ClearScene", &ScriptScene::internal_ClearScene);
  21. }
  22. MonoString* ScriptScene::internal_LoadScene(MonoString* path)
  23. {
  24. Path nativePath = MonoUtil::monoToWString(path);
  25. HPrefab prefab = GameResourceManager::instance().load<Prefab>(nativePath);
  26. if (prefab.isLoaded(false))
  27. {
  28. HSceneObject root = prefab->instantiate();
  29. UINT32 numChildren = root->getNumChildren();
  30. for (UINT32 i = 0; i < numChildren; i++)
  31. {
  32. HSceneObject child = root->getChild(0);
  33. child->setParent(gSceneManager().getRootNode());
  34. }
  35. root->destroy();
  36. }
  37. MonoString* uuid = MonoUtil::stringToMono(MonoManager::instance().getDomain(), prefab.getUUID());
  38. // TODO - Return actual prefab
  39. return uuid;
  40. }
  41. void ScriptScene::internal_ClearScene()
  42. {
  43. gSceneManager().clearScene();
  44. }
  45. }