Added support for null GameObjects (loading is buggy)
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parent
7e1a909709
commit
ddd93a85f4
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@ -256,4 +256,7 @@
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Color: {x: 1, y: 1, z: 1, w: 1}
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Layer: 4294967295
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Strength: 0.25
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Scripts: ~
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Scripts:
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- Type: PickAndThrow
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throwForce: [100, 200, 100]
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item: 1
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@ -288,7 +288,7 @@ namespace SHADE
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return CHANGED;
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}
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bool SHEditorUI::InputGameObjectField(const std::string& label, uint32_t& value, bool* isHovered)
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bool SHEditorUI::InputGameObjectField(const std::string& label, uint32_t& value, bool* isHovered, bool alwaysNull)
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{
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ImGui::Text(label.c_str());
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if (isHovered)
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@ -296,7 +296,7 @@ namespace SHADE
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ImGui::SameLine();
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SHEntity* entity = SHEntityManager::GetEntityByID(value);
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std::ostringstream oss;
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if (entity)
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if (!alwaysNull && entity)
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{
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oss << value << ": " << entity->name;
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}
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@ -314,6 +314,13 @@ namespace SHADE
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SHDragDrop::EndTarget();
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}
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}
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ImGui::SameLine();
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if (ImGui::Button("Clear"))
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{
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value = MAX_EID;
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changed = true;
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}
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return changed;
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}
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@ -313,8 +313,12 @@ namespace SHADE
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/// <param name="label">Label used to identify this widget.</param>
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/// <param name="value">Reference to the variable to store the result.</param>
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/// <param name="isHovered>If set, stores the hover state of this widget.</param>
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/// <param name="alwaysNull>
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/// If set, the field displayed will always be blank regardless of specified
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/// GameObject.
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/// </param>
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/// <returns>True if the value was changed.</returns>
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static bool InputGameObjectField(const std::string& label, uint32_t& value, bool* isHovered = nullptr);
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static bool InputGameObjectField(const std::string& label, uint32_t& value, bool* isHovered = nullptr, bool alwaysNull = false);
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/// <summary>
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/// Creates a combo box for enumeration input.
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/// </summary>
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@ -290,9 +290,14 @@ namespace SHADE
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{
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GameObject gameObj = safe_cast<GameObject>(field->GetValue(object));
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uint32_t entityId = gameObj.GetEntity();
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if (SHEditorUI::InputGameObjectField(Convert::ToNative(field->Name), entityId, &isHovered))
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if (SHEditorUI::InputGameObjectField(Convert::ToNative(field->Name), entityId, &isHovered, !gameObj))
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{
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GameObject newVal = GameObject(entityId);
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if (entityId != MAX_EID)
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{
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// Null GameObject set
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newVal = GameObject(entityId);
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}
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field->SetValue(object, newVal);
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registerUndoAction(object, field, newVal, gameObj);
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}
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@ -6,9 +6,9 @@
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\brief Contains the definition of the functions for the GameObject managed class.
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Note: This file is written in C++17/CLI.
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Copyright (C) 2021 DigiPen Institute of Technology.
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Reproduction or disclosure of this file or its contents without the prior written consent
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Reproduction or disclosure of this file or its contents without the prior written consent
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of DigiPen Institute of Technology is prohibited.
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*//*************************************************************************************/
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// Precompiled Headers
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@ -36,10 +36,12 @@ namespace SHADE
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void GameObject::Destroy(GameObject obj)
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{
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if (!obj.valid)
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throw gcnew System::NullReferenceException("Attempted to destroy a null GameObject.");
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SHEntityManager::DestroyEntity(static_cast<EntityID>(obj.GetEntity()));
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}
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System::Nullable<GameObject> GameObject::Find(System::String ^ name)
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System::Nullable<GameObject> GameObject::Find(System::String^ name)
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{
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// Search the GameObjectLibrary for an Entity with the specified name
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const auto ENTITY_ID = SHEntityManager::GetEntityByName(Convert::ToNative(name));
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@ -50,21 +52,27 @@ namespace SHADE
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return GameObject(ENTITY_ID);
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}
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/*---------------------------------------------------------------------------------*/
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/* Properties */
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/*---------------------------------------------------------------------------------*/
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System::String^ GameObject::Name::get()
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{
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if (!valid)
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throw gcnew System::NullReferenceException();
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return Convert::ToCLI(GetNativeEntity().name);
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}
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}
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bool GameObject::IsActiveSelf::get()
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{
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if (!valid)
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throw gcnew System::NullReferenceException();
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return GetNativeEntity().GetActive();
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}
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bool GameObject::IsActiveInHierarchy::get()
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{
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if (!valid)
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throw gcnew System::NullReferenceException();
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auto node = SHSceneManager::GetCurrentSceneGraph().GetNode(GetEntity());
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if (!node)
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{
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@ -75,39 +83,49 @@ namespace SHADE
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}
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Entity GameObject::EntityId::get()
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{
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if (!valid)
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throw gcnew System::NullReferenceException();
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return entity;
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}
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GameObject^ GameObject::Parent::get()
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{
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const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
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const auto* ROOT = SCENE_GRAPH.GetRoot();
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if (!valid)
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throw gcnew System::NullReferenceException();
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const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
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const auto* ROOT = SCENE_GRAPH.GetRoot();
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const auto* NODE = SCENE_GRAPH.GetNode(entity);
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if (NODE == nullptr)
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throw gcnew System::InvalidOperationException("Unable to retrieve SceneGraphNode for Entity " + entity.ToString());
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const auto* NODE = SCENE_GRAPH.GetNode(entity);
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if (NODE == nullptr)
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throw gcnew System::InvalidOperationException("Unable to retrieve SceneGraphNode for Entity " + entity.ToString());
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const auto* PARENT = NODE->GetParent();
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return PARENT != ROOT ? gcnew GameObject(PARENT->GetEntityID()) : nullptr;
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const auto* PARENT = NODE->GetParent();
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return PARENT != ROOT ? gcnew GameObject(PARENT->GetEntityID()) : nullptr;
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}
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void GameObject::Parent::set(GameObject^ newParent)
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{
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const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
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if (!valid)
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throw gcnew System::NullReferenceException();
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const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
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if (newParent == nullptr)
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SCENE_GRAPH.SetParent(entity, nullptr);
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else
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SCENE_GRAPH.SetParent(entity, newParent->EntityId);
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if (newParent == nullptr)
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SCENE_GRAPH.SetParent(entity, nullptr);
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else
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SCENE_GRAPH.SetParent(entity, newParent->EntityId);
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}
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/*---------------------------------------------------------------------------------*/
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/* GameObject Property Functions */
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/*---------------------------------------------------------------------------------*/
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void GameObject::SetName(System::String^ name)
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{
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if (!valid)
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throw gcnew System::NullReferenceException();
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GetNativeEntity().name = Convert::ToNative(name);
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}
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void GameObject::SetActive(bool active)
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{
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if (!valid)
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throw gcnew System::NullReferenceException();
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GetNativeEntity().SetActive(active);
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}
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@ -117,63 +135,83 @@ namespace SHADE
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generic <typename T>
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T GameObject::AddComponent()
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{
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if (!valid)
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throw gcnew System::NullReferenceException();
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return ECS::AddComponent<T>(entity);
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}
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generic <typename T>
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T GameObject::GetComponent()
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{
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if (!valid)
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throw gcnew System::NullReferenceException();
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return ECS::GetComponent<T>(entity);
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}
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generic <typename T>
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T GameObject::GetComponentInChildren()
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{
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if (!valid)
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throw gcnew System::NullReferenceException();
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return ECS::GetComponentInChildren<T>(entity);
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}
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generic <typename T>
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T GameObject::EnsureComponent()
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{
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if (!valid)
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throw gcnew System::NullReferenceException();
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return ECS::EnsureComponent<T>(entity);
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}
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generic <typename T>
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void GameObject::RemoveComponent()
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{
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if (!valid)
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throw gcnew System::NullReferenceException();
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ECS::RemoveComponent<T>(entity);
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}
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/*---------------------------------------------------------------------------------*/
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/* Script Access Functions */
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/*---------------------------------------------------------------------------------*/
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generic <typename T>
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T GameObject::AddScript()
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{
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if (!valid)
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throw gcnew System::NullReferenceException();
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return ScriptStore::AddScript<T>(entity);
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}
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generic <typename T>
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T GameObject::GetScript()
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{
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if (!valid)
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throw gcnew System::NullReferenceException();
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return ScriptStore::GetScript<T>(entity);
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}
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generic <typename T>
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T GameObject::GetScriptInChildren()
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{
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if (!valid)
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throw gcnew System::NullReferenceException();
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return ScriptStore::GetScriptInChildren<T>(entity);
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}
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generic <typename T>
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System::Collections::Generic::IEnumerable<T>^ GameObject::GetScripts()
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{
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if (!valid)
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throw gcnew System::NullReferenceException();
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return ScriptStore::GetScripts<T>(entity);
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}
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generic <typename T>
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void GameObject::RemoveScript()
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{
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if (!valid)
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throw gcnew System::NullReferenceException();
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ScriptStore::RemoveScript<T>(entity);
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}
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@ -181,20 +219,24 @@ namespace SHADE
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/* Constructors */
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/*---------------------------------------------------------------------------------*/
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GameObject::GameObject(const SHEntity& entity)
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: entity { entity.GetEID() }
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, children{ gcnew System::Collections::ArrayList }
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: entity{ entity.GetEID() }
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, children{ gcnew System::Collections::ArrayList }
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, valid{ true }
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{}
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GameObject::GameObject(Entity entity)
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: entity { entity }
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, children{ gcnew System::Collections::ArrayList }
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: entity{ entity }
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, children{ gcnew System::Collections::ArrayList }
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, valid{ true }
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{}
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/*---------------------------------------------------------------------------------*/
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/* Getters */
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/*---------------------------------------------------------------------------------*/
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SHEntity& GameObject::GetNativeEntity()
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{
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if (!valid)
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throw gcnew System::NullReferenceException();
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SHEntity* nativeEntity = SHEntityManager::GetEntityByID(entity);
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if (nativeEntity == nullptr)
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throw gcnew System::InvalidOperationException("[GameObject] Unable to obtain native Entity for GameObject.");
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return *nativeEntity;
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}
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/*---------------------------------------------------------------------------------*/
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/* Operator Overloads */
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/*---------------------------------------------------------------------------------*/
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GameObject::operator bool(GameObject gameObj)
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{
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return gameObj.valid;
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}
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/*---------------------------------------------------------------------------------*/
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/* IEquatable */
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/*---------------------------------------------------------------------------------*/
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bool GameObject::Equals(GameObject other)
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{
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return entity == other.entity;
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return (!valid && !other.valid) || entity == other.entity;
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}
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/*---------------------------------------------------------------------------------*/
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/* Object */
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/*---------------------------------------------------------------------------------*/
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@ -29,8 +29,8 @@ namespace SHADE
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/* Class Definitions */
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/*---------------------------------------------------------------------------------*/
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/// <summary>
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/// Lightweight object for an PlushieEngine Entity that allows for easy access
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/// to Component and Script operations.
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/// Lightweight object for an Entity that allows for easy access to Component and
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/// Script operations.
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/// </summary>
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public value class GameObject : public System::IEquatable<GameObject>
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{
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@ -98,8 +98,8 @@ namespace SHADE
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/// </summary>
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property GameObject^ Parent
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{
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GameObject^ get();
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void set(GameObject^);
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GameObject^ get();
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void set(GameObject^);
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}
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/*-----------------------------------------------------------------------------*/
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/// <returns>Native Entity object that this GameObject represents.</returns>
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SHEntity& GetNativeEntity();
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/*-----------------------------------------------------------------------------*/
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/* Operator Overloads */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Implicit conversion operator to enable checking if a GameObject is valid.
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/// </summary>
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/// <param name="gameObj">GameObjects to check.</param>
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static operator bool(GameObject gameObj);
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private:
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/*-----------------------------------------------------------------------------*/
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/* Data Members */
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/*-----------------------------------------------------------------------------*/
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Entity entity;
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System::Collections::ArrayList^ children;
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bool valid;
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public:
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/*-----------------------------------------------------------------------------*/
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@ -171,7 +171,7 @@ namespace SHADE
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else if (fieldInfo->FieldType == GameObject::typeid)
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{
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GameObject gameObj = safe_cast<GameObject>(fieldInfo->GetValue(object));
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fieldNode = gameObj.GetEntity();
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fieldNode = gameObj ? gameObj.GetEntity() : MAX_EID;
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}
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else // Not any of the supported types
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{
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@ -250,7 +250,9 @@ namespace SHADE
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}
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else if (fieldInfo->FieldType == GameObject::typeid)
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{
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fieldInfo->SetValue(object, GameObject(node.as<uint32_t>()));
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const uint32_t EID = node.as<uint32_t>();
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fieldInfo->SetValue(object, EID == MAX_EID ? GameObject() : GameObject(EID));
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Debug::LogError(std::to_string(EID));
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}
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else // Not any of the supported types
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{
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