Merge branch 'main' into ScriptingAI

This commit is contained in:
mushgunAX 2022-11-25 16:14:06 +08:00
commit 7499011ea2
24 changed files with 225 additions and 50 deletions

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@ -1,4 +1,4 @@
Start in Fullscreen: false Start in Fullscreen: false
Starting Scene ID: 97158628 Starting Scene ID: 86098106
Window Size: {x: 1920, y: 1080} Window Size: {x: 1920, y: 1080}
Window Title: SHADE Engine Window Title: SHADE Engine

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@ -82,7 +82,7 @@
Transform Component: Transform Component:
Translate: {x: 0, y: 4.28833103, z: 0} Translate: {x: 0, y: 4.28833103, z: 0}
Rotate: {x: -0, y: 0, z: -0} Rotate: {x: -0, y: 0, z: -0}
Scale: {x: 1, y: 1, z: 1} Scale: {x: 1, y: 0, z: 1}
IsActive: true IsActive: true
RigidBody Component: RigidBody Component:
Type: Dynamic Type: Dynamic
@ -108,14 +108,6 @@
Density: 1 Density: 1
Position Offset: {x: 0, y: 0, z: 0} Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0} Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Type: Box
Half Extents: {x: 2, y: 2, z: 2}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true IsActive: true
Scripts: ~ Scripts: ~
- EID: 65537 - EID: 65537

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@ -8599,6 +8599,7 @@
Arm Length: 1 Arm Length: 1
Look At Camera Origin: true Look At Camera Origin: true
Target Offset: {x: 0, y: 0, z: 0} Target Offset: {x: 0, y: 0, z: 0}
Camera Collision: true
IsActive: true IsActive: true
Scripts: Scripts:
- Type: SHADE_Scripting.ThirdPersonCamera - Type: SHADE_Scripting.ThirdPersonCamera
@ -8675,15 +8676,7 @@
Scripts: Scripts:
- Type: Homeowner1 - Type: Homeowner1
Enabled: true Enabled: true
player: 2 waypointsPool: 51000
waypoints:
- [2.70000005, 0, -2]
- [-0.300000012, 0, -2.70000005]
- [-2, 0, -3.79999995]
- [-4, 0, -2.0999999]
- [-2.9000001, 0, 2.4000001]
- [-1, 0, 4]
- [2.70000005, 0, 4]
patrolSpeed: 1 patrolSpeed: 1
chaseSpeed: 2 chaseSpeed: 2
turningSpeed: 5 turningSpeed: 5

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@ -12,7 +12,7 @@ public class MainMenu : Script
if (Input.GetKey(Input.KeyCode.Space)) if (Input.GetKey(Input.KeyCode.Space))
{ {
Audio.PlaySFXOnce2D("event:/UI/mouse_down_element"); Audio.PlaySFXOnce2D("event:/UI/mouse_down_element");
SceneManager.ChangeScene(86098106); SceneManager.ChangeScene(89830755);
Audio.StopAllSounds(); Audio.StopAllSounds();
} }

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@ -7,8 +7,8 @@ namespace SHADE
{ {
SHCameraArmComponent::SHCameraArmComponent() SHCameraArmComponent::SHCameraArmComponent()
:pitch(0.0f), yaw(0.0f), armLength(1.0f),offset(), dirty(true), lookAtCameraOrigin(true) :pitch(0.0f), yaw(0.0f), armLength(1.0f), offset(), enableCameraCollision(false), lookAtCameraOrigin(true)
, targetOffset(0.0f) , targetOffset(0.0f),ray()
{ {
} }
@ -39,22 +39,23 @@ namespace SHADE
return targetOffset; return targetOffset;
} }
void SHCameraArmComponent::SetPitch(float pitch) noexcept void SHCameraArmComponent::SetPitch(float pitch) noexcept
{ {
this->pitch = pitch; this->pitch = pitch;
dirty = true;
} }
void SHCameraArmComponent::SetYaw(float yaw) noexcept void SHCameraArmComponent::SetYaw(float yaw) noexcept
{ {
this->yaw = yaw; this->yaw = yaw;
dirty = true; //dirty = true;
} }
void SHCameraArmComponent::SetArmLength(float length) noexcept void SHCameraArmComponent::SetArmLength(float length) noexcept
{ {
this->armLength = length; this->armLength = length;
dirty = true; //dirty = true;
} }
void SHCameraArmComponent::SetTargetOffset(SHVec3 offset) noexcept void SHCameraArmComponent::SetTargetOffset(SHVec3 offset) noexcept
@ -62,6 +63,8 @@ namespace SHADE
this->targetOffset = offset; this->targetOffset = offset;
} }
}//namespace SHADE }//namespace SHADE
@ -76,6 +79,7 @@ RTTR_REGISTRATION
.property("Arm Length", &SHCameraArmComponent::GetArmLength, &SHCameraArmComponent::SetArmLength) .property("Arm Length", &SHCameraArmComponent::GetArmLength, &SHCameraArmComponent::SetArmLength)
.property("Look At Camera Origin", &SHCameraArmComponent::lookAtCameraOrigin) .property("Look At Camera Origin", &SHCameraArmComponent::lookAtCameraOrigin)
.property("Target Offset", &SHCameraArmComponent::GetTargetOffset, &SHCameraArmComponent::SetTargetOffset) .property("Target Offset", &SHCameraArmComponent::GetTargetOffset, &SHCameraArmComponent::SetTargetOffset)
.property("Camera Collision", &SHCameraArmComponent::enableCameraCollision)
; ;
} }

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@ -5,9 +5,14 @@
#include "ECS_Base/Components/SHComponent.h" #include "ECS_Base/Components/SHComponent.h"
#include "Math/SHMatrix.h" #include "Math/SHMatrix.h"
#include "SH_API.h" #include "SH_API.h"
#include "Math/SHRay.h"
namespace SHADE namespace SHADE
{ {
class SHBox;
class SHRay;
class SH_API SHCameraArmComponent final: public SHComponent class SH_API SHCameraArmComponent final: public SHComponent
{ {
private: private:
@ -15,15 +20,18 @@ namespace SHADE
float yaw; float yaw;
float armLength; float armLength;
bool dirty;
SHVec3 offset; SHVec3 offset;
SHVec3 targetOffset; SHVec3 targetOffset;
SHRay ray;
public: public:
friend class SHCameraSystem; friend class SHCameraSystem;
SHCameraArmComponent(); SHCameraArmComponent();
virtual ~SHCameraArmComponent() = default; virtual ~SHCameraArmComponent() = default;
bool lookAtCameraOrigin; bool lookAtCameraOrigin;
bool enableCameraCollision;
//Getters //Getters
//SHMatrix const& GetMatrix() const noexcept; //SHMatrix const& GetMatrix() const noexcept;
SHVec3 const& GetOffset() const noexcept; SHVec3 const& GetOffset() const noexcept;
@ -32,12 +40,14 @@ namespace SHADE
float GetArmLength() const noexcept; float GetArmLength() const noexcept;
SHVec3 GetTargetOffset() const noexcept; SHVec3 GetTargetOffset() const noexcept;
//Setters //Setters
void SetPitch(float pitch) noexcept; void SetPitch(float pitch) noexcept;
void SetYaw(float yaw) noexcept; void SetYaw(float yaw) noexcept;
void SetArmLength(float length) noexcept; void SetArmLength(float length) noexcept;
void SetTargetOffset(SHVec3 offset) noexcept; void SetTargetOffset(SHVec3 offset) noexcept;
protected: protected:

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@ -10,6 +10,10 @@
#include "Scene/SHSceneManager.h" #include "Scene/SHSceneManager.h"
#include "ECS_Base/Managers/SHSystemManager.h" #include "ECS_Base/Managers/SHSystemManager.h"
#include "Editor/SHEditor.h" #include "Editor/SHEditor.h"
#include "Math/Geometry/SHBox.h"
#include "Math/SHRay.h"
#include "Physics/System/SHPhysicsSystem.h"
namespace SHADE namespace SHADE
{ {
@ -96,7 +100,7 @@ namespace SHADE
if (editorCameraArm.armLength < 1.0f) if (editorCameraArm.armLength < 1.0f)
editorCameraArm.armLength = 1.0f; editorCameraArm.armLength = 1.0f;
UpdatePivotArmComponent(editorCameraArm); UpdateCameraArmComponent(editorCameraArm);
editorCamera.offset = editorCameraArm.GetOffset(); editorCamera.offset = editorCameraArm.GetOffset();
@ -132,11 +136,13 @@ namespace SHADE
return &editorCamera; return &editorCamera;
} }
void SHCameraSystem::UpdatePivotArmComponent(SHCameraArmComponent& pivot) noexcept void SHCameraSystem::UpdateCameraArmComponent(SHCameraArmComponent& pivot) noexcept
{
if (pivot.dirty)
{ {
SHVec3 offset{ 0.0f,0.0f, pivot.GetArmLength() }; SHVec3 offset{ 0.0f,0.0f, pivot.GetArmLength() };
offset = SHVec3::RotateX(offset, -(SHMath::DegreesToRadians(pivot.GetPitch()))); offset = SHVec3::RotateX(offset, -(SHMath::DegreesToRadians(pivot.GetPitch())));
offset = SHVec3::RotateY(offset, (SHMath::DegreesToRadians(pivot.GetYaw()))); offset = SHVec3::RotateY(offset, (SHMath::DegreesToRadians(pivot.GetYaw())));
@ -145,10 +151,61 @@ namespace SHADE
//pivot.rtMatrix = SHMatrix::RotateX(SHMath::DegreesToRadians(pivot.GetPitch())) //pivot.rtMatrix = SHMatrix::RotateX(SHMath::DegreesToRadians(pivot.GetPitch()))
// * SHMatrix::RotateY(SHMath::DegreesToRadians(pivot.GetYaw())) // * SHMatrix::RotateY(SHMath::DegreesToRadians(pivot.GetYaw()))
// * SHMatrix::Translate(SHVec3(0.0f , 0.0f, pivot.GetArmLength())); // * SHMatrix::Translate(SHVec3(0.0f , 0.0f, pivot.GetArmLength()));
pivot.offset = offset; pivot.offset = offset;
// pivot.rtMatrix = SHMatrix::Inverse(pivot.rtMatrix); if (!pivot.enableCameraCollision)
{
return;
} }
SHCameraComponent* camera = SHComponentManager::GetComponent_s<SHCameraComponent>(pivot.GetEID());
SHTransformComponent* transform = SHComponentManager::GetComponent_s<SHTransformComponent>(pivot.GetEID());
auto physicsSystem = SHSystemManager::GetSystem<SHPhysicsSystem>();
if (camera == nullptr || transform == nullptr)
return;
/*if (SHComponentManager::HasComponent<SHTransformComponent>(camera->GetEID()) == true && camera != &editorCamera)
{
auto transform = SHComponentManager::GetComponent<SHTransformComponent>(camera->GetEID());
SHVec3 rotation = transform->GetWorldRotation();
camera->pitch = SHMath::RadiansToDegrees(rotation.x);
camera->yaw = SHMath::RadiansToDegrees(rotation.y);
camera->roll = SHMath::RadiansToDegrees(rotation.z);
camera->position = transform->GetWorldPosition();
camera->dirtyView = true;
}*/
pivot.ray.position = camera->GetPosition() + pivot.targetOffset;
pivot.ray.direction = SHVec3::Normalise((camera->position + offset)- pivot.ray.position);
//SHLOG_INFO("Ray position: {},{},{} direction:{},{},{}",pivot.ray.position.x, pivot.ray.position.y, pivot.ray.position.z,pivot.ray.direction.x, pivot.ray.direction.y, pivot.ray.direction.z)
auto result = physicsSystem->Raycast(pivot.ray );
if (result && result.distance < pivot.GetArmLength())
{
SHVec3 newOffset = SHVec3{ 0.0f,0.0f, result.distance * 0.8f };
newOffset = SHVec3::RotateX(newOffset, -(SHMath::DegreesToRadians(pivot.GetPitch())));
newOffset = SHVec3::RotateY(newOffset, (SHMath::DegreesToRadians(pivot.GetYaw())));
pivot.offset = newOffset;
//SHLOG_INFO("CAMERA COLLISION HIT, {}", result.distance);
}
else
{
//SHLOG_INFO("CAMERA COLLISION CANT HIT CAMERA");
}
// pivot.rtMatrix = SHMatrix::Inverse(pivot.rtMatrix);
} }
@ -291,7 +348,7 @@ namespace SHADE
for (auto& pivot : pivotDense) for (auto& pivot : pivotDense)
{ {
if(SHSceneManager::CheckNodeAndComponentsActive<SHCameraArmComponent>(pivot.GetEID())) if(SHSceneManager::CheckNodeAndComponentsActive<SHCameraArmComponent>(pivot.GetEID()))
system->UpdatePivotArmComponent(pivot); system->UpdateCameraArmComponent(pivot);
} }
for (auto& cam : dense) for (auto& cam : dense)
@ -390,7 +447,9 @@ namespace SHADE
} }
void SHCameraSystem::SetCameraViewMatrix(SHCameraComponent& camera, SHMatrix const& viewMatrix) noexcept void SHCameraSystem::SetCameraViewMatrix(SHCameraComponent& camera, SHMatrix const& viewMatrix) noexcept
{ {
SHVec3 pos;
DecomposeViewMatrix(viewMatrix, camera.pitch, camera.yaw, camera.roll, camera.position); DecomposeViewMatrix(viewMatrix, camera.pitch, camera.yaw, camera.roll, camera.position);
camera.dirtyView = true; camera.dirtyView = true;
} }

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@ -26,7 +26,7 @@ namespace SHADE
void UpdateCameraComponent(SHCameraComponent& camera) noexcept; void UpdateCameraComponent(SHCameraComponent& camera) noexcept;
void UpdatePivotArmComponent(SHCameraArmComponent& pivot) noexcept; void UpdateCameraArmComponent(SHCameraArmComponent& pivot) noexcept;
@ -41,7 +41,7 @@ namespace SHADE
class SH_API CameraSystemUpdate final: public SHSystemRoutine class SH_API CameraSystemUpdate final: public SHSystemRoutine
{ {
public: public:
CameraSystemUpdate() : SHSystemRoutine("Camera System Update", true) {}; CameraSystemUpdate() : SHSystemRoutine("Camera System Update", false) {};
virtual void Execute(double dt)noexcept override final; virtual void Execute(double dt)noexcept override final;
}; };
friend class CameraSystemUpdate; friend class CameraSystemUpdate;

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@ -53,7 +53,7 @@ namespace SHADE
for (auto value : values) for (auto value : values)
{ {
max = Min(max, value); max = Max(max, value);
} }
return max; return max;

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@ -18,6 +18,7 @@
#include "ECS_Base/Managers/SHComponentManager.h" #include "ECS_Base/Managers/SHComponentManager.h"
#include "ECS_Base/Managers/SHEntityManager.h" #include "ECS_Base/Managers/SHEntityManager.h"
#include "ECS_Base/Managers/SHSystemManager.h" #include "ECS_Base/Managers/SHSystemManager.h"
#include "Editor/SHEditor.h"
#include "Math/SHMathHelpers.h" #include "Math/SHMathHelpers.h"
namespace SHADE namespace SHADE
@ -35,7 +36,7 @@ namespace SHADE
{} {}
SHTransformSystem::TransformPostPhysicsUpdate::TransformPostPhysicsUpdate() SHTransformSystem::TransformPostPhysicsUpdate::TransformPostPhysicsUpdate()
: SHSystemRoutine { "Transform Post-Physics Update", false } : SHSystemRoutine { "Transform Post-Physics Update", true }
{} {}
@ -54,9 +55,30 @@ namespace SHADE
{ {
// Get the current scene graph to traverse and update // Get the current scene graph to traverse and update
const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph(); const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
#ifdef SHEDITOR
// When editor is not in play, only clear all dirty flags. No update required.
const auto* EDITOR = SHSystemManager::GetSystem<SHEditor>();
if (EDITOR && EDITOR->editorState != SHEditor::State::PLAY)
{
auto& transformsSet = SHComponentManager::GetDense<SHTransformComponent>();
for (auto& tfComp : transformsSet)
tfComp.dirty = false;
}
else
{
UpdateEntity(SCENE_GRAPH.GetRoot(), true); UpdateEntity(SCENE_GRAPH.GetRoot(), true);
} }
#else
UpdateEntity(SCENE_GRAPH.GetRoot(), true);
#endif
}
void SHTransformSystem::Init() void SHTransformSystem::Init()
{ {
const std::shared_ptr CHANGE_PARENT_RECEIVER { std::make_shared<SHEventReceiverSpec<SHTransformSystem>>(this, &SHTransformSystem::ChangeParent) }; const std::shared_ptr CHANGE_PARENT_RECEIVER { std::make_shared<SHEventReceiverSpec<SHTransformSystem>>(this, &SHTransformSystem::ChangeParent) };

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@ -107,6 +107,7 @@ namespace SHADE
const SHVec3& RELATIVE_EXTENTS = box->GetRelativeExtents(); const SHVec3& RELATIVE_EXTENTS = box->GetRelativeExtents();
// Recompute world extents based on new scale and fixed relative extents // Recompute world extents based on new scale and fixed relative extents
const SHVec3 WORLD_EXTENTS = RELATIVE_EXTENTS * (scale * 0.5f); const SHVec3 WORLD_EXTENTS = RELATIVE_EXTENTS * (scale * 0.5f);
box->SetWorldExtents(WORLD_EXTENTS); box->SetWorldExtents(WORLD_EXTENTS);
@ -118,6 +119,7 @@ namespace SHADE
const float RELATIVE_RADIUS = sphere->GetRelativeRadius(); const float RELATIVE_RADIUS = sphere->GetRelativeRadius();
// Recompute world radius based on new scale and fixed radius // Recompute world radius based on new scale and fixed radius
const float MAX_SCALE = SHMath::Max({ scale.x, scale.y, scale.z }); const float MAX_SCALE = SHMath::Max({ scale.x, scale.y, scale.z });
const float WORLD_RADIUS = RELATIVE_RADIUS * MAX_SCALE * 0.5f; const float WORLD_RADIUS = RELATIVE_RADIUS * MAX_SCALE * 0.5f;
sphere->SetWorldRadius(WORLD_RADIUS); sphere->SetWorldRadius(WORLD_RADIUS);

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@ -206,7 +206,7 @@ namespace SHADE
} }
// Set the half extents relative to world scale // Set the half extents relative to world scale
const SHVec3 WORLD_EXTENTS = correctedHalfExtents * COLLIDER->GetScale(); const SHVec3 WORLD_EXTENTS = correctedHalfExtents * COLLIDER->GetScale() * 0.5f;
if (type != Type::BOX) if (type != Type::BOX)
{ {

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@ -309,14 +309,11 @@ namespace SHADE
{ {
colliderComponent->position = WORLD_POS; colliderComponent->position = WORLD_POS;
colliderComponent->orientation = WORLD_ROT; colliderComponent->orientation = WORLD_ROT;
if (colliderComponent->scale != WORLD_SCL)
{
colliderComponent->scale = WORLD_SCL; colliderComponent->scale = WORLD_SCL;
colliderComponent->RecomputeCollisionShapes(); colliderComponent->RecomputeCollisionShapes();
} }
} }
}
void SHPhysicsSystem::PhysicsPostUpdate::postUpdateSyncTransforms void SHPhysicsSystem::PhysicsPostUpdate::postUpdateSyncTransforms
( (

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@ -197,12 +197,18 @@ namespace SHADE
if (BUILD_SUCCESS) if (BUILD_SUCCESS)
{ {
// Copy to built dll to the working directory and replace // Copy to built dll to the working directory and replace
std::filesystem::copy_file("./tmp/SHADE_Scripting.dll", "SHADE_Scripting.dll", std::filesystem::copy_options::overwrite_existing); if (!copyFile("./tmp/SHADE_Scripting.dll", "SHADE_Scripting.dll", std::filesystem::copy_options::overwrite_existing))
{
SHLOG_ERROR("[ScriptEngine] Failed to replace scripts assembly. Scripts will remain outdated.");
}
// If debug, we want to copy the PDB so that we can do script debugging // If debug, we want to copy the PDB so that we can do script debugging
if (debug) if (debug)
{ {
std::filesystem::copy_file("./tmp/SHADE_Scripting.pdb", "SHADE_Scripting.pdb", std::filesystem::copy_options::overwrite_existing); if (!copyFile("./tmp/SHADE_Scripting.pdb", "SHADE_Scripting.pdb", std::filesystem::copy_options::overwrite_existing))
{
SHLOG_WARNING("[ScriptEngine] Breakpoint debugging will not work as PDB cannot be updated. If you are currently debugging, stop the debugger first.");
}
} }
oss << "[ScriptEngine] Successfully built Managed Script Assembly (" << MANAGED_SCRIPT_LIB_NAME << ")!"; oss << "[ScriptEngine] Successfully built Managed Script Assembly (" << MANAGED_SCRIPT_LIB_NAME << ")!";
@ -591,6 +597,19 @@ namespace SHADE
return false; return false;
} }
bool SHScriptEngine::copyFile(const std::filesystem::path& from, const std::filesystem::path& to, const std::filesystem::copy_options options) noexcept
{
try
{
return std::filesystem::copy_file(from, to, options);
}
catch (std::exception& e)
{
SHLOG_ERROR("[ScriptEngine] Failed to copy file {} ({})", to.string(), std::string(e.what()));
return false;
}
}
DWORD SHScriptEngine::execProcess(const std::wstring& path, const std::wstring& args) DWORD SHScriptEngine::execProcess(const std::wstring& path, const std::wstring& args)
{ {
STARTUPINFOW startInfo; STARTUPINFOW startInfo;

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@ -319,6 +319,7 @@ namespace SHADE
/// <param name="filePath">File path to the file to check.</param> /// <param name="filePath">File path to the file to check.</param>
/// <returns> True if the file exists </returns> /// <returns> True if the file exists </returns>
static bool fileExists(const std::filesystem::path& filePath); static bool fileExists(const std::filesystem::path& filePath);
static bool copyFile(const std::filesystem::path& from, const std::filesystem::path& to, const std::filesystem::copy_options options) noexcept;
static DWORD execProcess(const std::wstring& path, const std::wstring& args); static DWORD execProcess(const std::wstring& path, const std::wstring& args);
static std::wstring generateBuildCommand(bool debug); static std::wstring generateBuildCommand(bool debug);
}; };

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@ -49,6 +49,16 @@ namespace SHADE
GetNativeComponent()->lookAtCameraOrigin = val; GetNativeComponent()->lookAtCameraOrigin = val;
} }
bool CameraArm::EnableCameraCollision::get()
{
return GetNativeComponent()->enableCameraCollision;
}
void CameraArm::EnableCameraCollision::set(bool val)
{
GetNativeComponent()->enableCameraCollision = val;
}
Vector3 CameraArm::TargetOffset::get() Vector3 CameraArm::TargetOffset::get()
{ {
return Convert::ToCLI(GetNativeComponent()->GetTargetOffset()); return Convert::ToCLI(GetNativeComponent()->GetTargetOffset());

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@ -36,6 +36,12 @@ namespace SHADE
void set(bool val); void set(bool val);
} }
property bool EnableCameraCollision
{
bool get();
void set(bool val);
}
property Vector3 TargetOffset property Vector3 TargetOffset
{ {
Vector3 get(); Vector3 get();

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@ -22,6 +22,14 @@ of DigiPen Institute of Technology is prohibited.
namespace SHADE namespace SHADE
{ {
/*---------------------------------------------------------------------------------*/
/* Properties */
/*---------------------------------------------------------------------------------*/
GameObject BaseComponent::Owner::get()
{
return owner;
}
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Component Access Functions */ /* Component Access Functions */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/

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@ -36,7 +36,7 @@ namespace SHADE
/// </summary> /// </summary>
property GameObject Owner property GameObject Owner
{ {
GameObject get() { return owner; } GameObject get();
} }
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
@ -166,6 +166,19 @@ namespace SHADE
template<typename NativeType> template<typename NativeType>
public ref class Component : public BaseComponent public ref class Component : public BaseComponent
{ {
public:
/*-----------------------------------------------------------------------------*/
/* Properties */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Whether or not the Component is active and being updated by the engine.
/// </summary>
property bool Enabled
{
bool get() { return GetNativeComponent()->isActive; }
void set(bool value) { GetNativeComponent()->isActive = value; }
}
internal: internal:
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
/* Type Definitions */ /* Type Definitions */

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@ -200,7 +200,16 @@ namespace SHADE
{ {
if (SHEditorUI::Button("Add Item")) if (SHEditorUI::Button("Add Item"))
{ {
System::Object^ obj = System::Activator::CreateInstance(listType); System::Object^ obj;
if (listType == System::String::typeid)
{
// Special case for string
obj = gcnew System::String("");
}
else
{
obj = System::Activator::CreateInstance(listType);
}
iList->Add(obj); iList->Add(obj);
registerUndoListAddAction(listType, iList, iList->Count - 1, obj); registerUndoListAddAction(listType, iList, iList->Count - 1, obj);
} }

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@ -74,7 +74,7 @@ namespace SHADE
// Add the script in // Add the script in
script->Initialize(GameObject(entity)); script->Initialize(GameObject(entity));
entityScriptList->Insert(System::Math::Clamp(index, 0, entityScriptList->Count), script); entityScriptList->Insert(System::Math::Clamp(index, 0, entityScriptList->Count), script);
if (Application::IsPlaying && !SHSceneManager::HasSceneChanged()) if (Application::IsPlaying && !isDeserialising)
{ {
// Only call immediately if we are in game and is not loading another scene // Only call immediately if we are in game and is not loading another scene
script->Awake(); script->Awake();
@ -423,6 +423,8 @@ namespace SHADE
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
void ScriptStore::Init() void ScriptStore::Init()
{ {
isDeserialising = false;
// Create an enumerable list of script types // Create an enumerable list of script types
refreshScriptTypeList(); refreshScriptTypeList();
// Get stored methods for interop variants of functions // Get stored methods for interop variants of functions
@ -724,6 +726,10 @@ namespace SHADE
bool ScriptStore::DeserialiseScripts(Entity entity, System::IntPtr yamlNodePtr) bool ScriptStore::DeserialiseScripts(Entity entity, System::IntPtr yamlNodePtr)
{ {
SAFE_NATIVE_CALL_BEGIN SAFE_NATIVE_CALL_BEGIN
// Flag that deserialization processs is ongoing
isDeserialising = true;
// Convert to pointer // Convert to pointer
YAML::Node* yamlNode = reinterpret_cast<YAML::Node*>(yamlNodePtr.ToPointer()); YAML::Node* yamlNode = reinterpret_cast<YAML::Node*>(yamlNodePtr.ToPointer());
@ -765,9 +771,16 @@ namespace SHADE
Debug::LogWarning("[ScriptStore] Script with unloaded type detected, skipping."); Debug::LogWarning("[ScriptStore] Script with unloaded type detected, skipping.");
} }
} }
// Unset flag for deserialization process
isDeserialising = false;
return true; return true;
SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore") SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore")
// Unset flag for deserialization process
isDeserialising = false;
return false; return false;
} }

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@ -337,6 +337,7 @@ namespace SHADE
static ScriptSet disposalQueue; static ScriptSet disposalQueue;
static System::Collections::Generic::IEnumerable<System::Type^>^ scriptTypeList; static System::Collections::Generic::IEnumerable<System::Type^>^ scriptTypeList;
static System::Reflection::MethodInfo^ addScriptMethod; static System::Reflection::MethodInfo^ addScriptMethod;
static bool isDeserialising;
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
/* Helper Functions */ /* Helper Functions */

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@ -279,7 +279,15 @@ namespace SHADE
for (int i = 0; i < LIST_SIZE; ++i) for (int i = 0; i < LIST_SIZE; ++i)
{ {
// Create the object // Create the object
System::Object^ obj = System::Activator::CreateInstance(elemType); System::Object^ obj;
if (elemType == System::String::typeid)
{
obj = gcnew System::String("");
}
else
{
obj = System::Activator::CreateInstance(elemType);
}
// Set it's value // Set it's value
if (varAssignYaml(obj, node[i])) if (varAssignYaml(obj, node[i]))

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@ -167,6 +167,10 @@ namespace SHADE
{ {
valueObj = 0; valueObj = 0;
} }
else
{
return false;
}
} }
else else
{ {
@ -181,6 +185,10 @@ namespace SHADE
valueObj = FieldType(); valueObj = FieldType();
} }
} }
else
{
return false;
}
} }
} }