Fixed AI C# Script for final submission #283
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@ -1,4 +1,4 @@
|
|||
Start in Fullscreen: false
|
||||
Starting Scene ID: 97158628
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Starting Scene ID: 86098106
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Window Size: {x: 1920, y: 1080}
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Window Title: SHADE Engine
|
|
@ -82,7 +82,7 @@
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Transform Component:
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Translate: {x: 0, y: 4.28833103, z: 0}
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Rotate: {x: -0, y: 0, z: -0}
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Scale: {x: 1, y: 1, z: 1}
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Scale: {x: 1, y: 0, z: 1}
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IsActive: true
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RigidBody Component:
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Type: Dynamic
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|
@ -108,14 +108,6 @@
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Density: 1
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Position Offset: {x: 0, y: 0, z: 0}
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Rotation Offset: {x: 0, y: 0, z: 0}
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- Is Trigger: false
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Type: Box
|
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Half Extents: {x: 2, y: 2, z: 2}
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Friction: 0.400000006
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Bounciness: 0
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Density: 1
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Position Offset: {x: 0, y: 0, z: 0}
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Rotation Offset: {x: 0, y: 0, z: 0}
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IsActive: true
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Scripts: ~
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- EID: 65537
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|
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@ -8599,6 +8599,7 @@
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Arm Length: 1
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Look At Camera Origin: true
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Target Offset: {x: 0, y: 0, z: 0}
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Camera Collision: true
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IsActive: true
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Scripts:
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- Type: SHADE_Scripting.ThirdPersonCamera
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@ -8675,15 +8676,7 @@
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Scripts:
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- Type: Homeowner1
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Enabled: true
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player: 2
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waypoints:
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- [2.70000005, 0, -2]
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- [-0.300000012, 0, -2.70000005]
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- [-2, 0, -3.79999995]
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- [-4, 0, -2.0999999]
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- [-2.9000001, 0, 2.4000001]
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- [-1, 0, 4]
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- [2.70000005, 0, 4]
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waypointsPool: 51000
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patrolSpeed: 1
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chaseSpeed: 2
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turningSpeed: 5
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@ -12,7 +12,7 @@ public class MainMenu : Script
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if (Input.GetKey(Input.KeyCode.Space))
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{
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Audio.PlaySFXOnce2D("event:/UI/mouse_down_element");
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SceneManager.ChangeScene(86098106);
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SceneManager.ChangeScene(89830755);
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Audio.StopAllSounds();
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}
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@ -7,8 +7,8 @@ namespace SHADE
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{
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SHCameraArmComponent::SHCameraArmComponent()
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:pitch(0.0f), yaw(0.0f), armLength(1.0f),offset(), dirty(true), lookAtCameraOrigin(true)
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, targetOffset(0.0f)
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:pitch(0.0f), yaw(0.0f), armLength(1.0f), offset(), enableCameraCollision(false), lookAtCameraOrigin(true)
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, targetOffset(0.0f),ray()
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{
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}
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@ -39,22 +39,23 @@ namespace SHADE
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return targetOffset;
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}
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void SHCameraArmComponent::SetPitch(float pitch) noexcept
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{
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this->pitch = pitch;
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dirty = true;
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}
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void SHCameraArmComponent::SetYaw(float yaw) noexcept
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{
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this->yaw = yaw;
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dirty = true;
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//dirty = true;
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}
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void SHCameraArmComponent::SetArmLength(float length) noexcept
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{
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this->armLength = length;
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dirty = true;
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//dirty = true;
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}
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void SHCameraArmComponent::SetTargetOffset(SHVec3 offset) noexcept
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@ -62,6 +63,8 @@ namespace SHADE
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this->targetOffset = offset;
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}
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}//namespace SHADE
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@ -76,6 +79,7 @@ RTTR_REGISTRATION
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.property("Arm Length", &SHCameraArmComponent::GetArmLength, &SHCameraArmComponent::SetArmLength)
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.property("Look At Camera Origin", &SHCameraArmComponent::lookAtCameraOrigin)
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.property("Target Offset", &SHCameraArmComponent::GetTargetOffset, &SHCameraArmComponent::SetTargetOffset)
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.property("Camera Collision", &SHCameraArmComponent::enableCameraCollision)
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;
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}
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@ -5,9 +5,14 @@
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#include "ECS_Base/Components/SHComponent.h"
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#include "Math/SHMatrix.h"
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#include "SH_API.h"
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#include "Math/SHRay.h"
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namespace SHADE
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{
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class SHBox;
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class SHRay;
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class SH_API SHCameraArmComponent final: public SHComponent
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{
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private:
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@ -15,15 +20,18 @@ namespace SHADE
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float yaw;
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float armLength;
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bool dirty;
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SHVec3 offset;
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SHVec3 targetOffset;
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SHRay ray;
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public:
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friend class SHCameraSystem;
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SHCameraArmComponent();
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virtual ~SHCameraArmComponent() = default;
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bool lookAtCameraOrigin;
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bool enableCameraCollision;
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//Getters
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//SHMatrix const& GetMatrix() const noexcept;
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SHVec3 const& GetOffset() const noexcept;
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@ -32,11 +40,13 @@ namespace SHADE
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float GetArmLength() const noexcept;
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SHVec3 GetTargetOffset() const noexcept;
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//Setters
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void SetPitch(float pitch) noexcept;
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void SetYaw(float yaw) noexcept;
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void SetArmLength(float length) noexcept;
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void SetTargetOffset(SHVec3 offset)noexcept;
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void SetTargetOffset(SHVec3 offset) noexcept;
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protected:
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@ -10,6 +10,10 @@
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#include "Scene/SHSceneManager.h"
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#include "ECS_Base/Managers/SHSystemManager.h"
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#include "Editor/SHEditor.h"
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#include "Math/Geometry/SHBox.h"
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#include "Math/SHRay.h"
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#include "Physics/System/SHPhysicsSystem.h"
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namespace SHADE
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{
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@ -96,7 +100,7 @@ namespace SHADE
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if (editorCameraArm.armLength < 1.0f)
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editorCameraArm.armLength = 1.0f;
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UpdatePivotArmComponent(editorCameraArm);
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UpdateCameraArmComponent(editorCameraArm);
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editorCamera.offset = editorCameraArm.GetOffset();
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@ -132,11 +136,13 @@ namespace SHADE
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return &editorCamera;
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}
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void SHCameraSystem::UpdatePivotArmComponent(SHCameraArmComponent& pivot) noexcept
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{
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if (pivot.dirty)
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void SHCameraSystem::UpdateCameraArmComponent(SHCameraArmComponent& pivot) noexcept
|
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{
|
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SHVec3 offset{ 0.0f,0.0f, pivot.GetArmLength() };
|
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offset = SHVec3::RotateX(offset, -(SHMath::DegreesToRadians(pivot.GetPitch())));
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offset = SHVec3::RotateY(offset, (SHMath::DegreesToRadians(pivot.GetYaw())));
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@ -145,10 +151,61 @@ namespace SHADE
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//pivot.rtMatrix = SHMatrix::RotateX(SHMath::DegreesToRadians(pivot.GetPitch()))
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// * SHMatrix::RotateY(SHMath::DegreesToRadians(pivot.GetYaw()))
|
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// * SHMatrix::Translate(SHVec3(0.0f , 0.0f, pivot.GetArmLength()));
|
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|
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pivot.offset = offset;
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// pivot.rtMatrix = SHMatrix::Inverse(pivot.rtMatrix);
|
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if (!pivot.enableCameraCollision)
|
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{
|
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|
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return;
|
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}
|
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|
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SHCameraComponent* camera = SHComponentManager::GetComponent_s<SHCameraComponent>(pivot.GetEID());
|
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SHTransformComponent* transform = SHComponentManager::GetComponent_s<SHTransformComponent>(pivot.GetEID());
|
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auto physicsSystem = SHSystemManager::GetSystem<SHPhysicsSystem>();
|
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|
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|
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|
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|
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if (camera == nullptr || transform == nullptr)
|
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return;
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|
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|
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/*if (SHComponentManager::HasComponent<SHTransformComponent>(camera->GetEID()) == true && camera != &editorCamera)
|
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{
|
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auto transform = SHComponentManager::GetComponent<SHTransformComponent>(camera->GetEID());
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SHVec3 rotation = transform->GetWorldRotation();
|
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camera->pitch = SHMath::RadiansToDegrees(rotation.x);
|
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camera->yaw = SHMath::RadiansToDegrees(rotation.y);
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camera->roll = SHMath::RadiansToDegrees(rotation.z);
|
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camera->position = transform->GetWorldPosition();
|
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camera->dirtyView = true;
|
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}*/
|
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|
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|
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pivot.ray.position = camera->GetPosition() + pivot.targetOffset;
|
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pivot.ray.direction = SHVec3::Normalise((camera->position + offset)- pivot.ray.position);
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//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)
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auto result = physicsSystem->Raycast(pivot.ray );
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if (result && result.distance < pivot.GetArmLength())
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{
|
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|
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SHVec3 newOffset = SHVec3{ 0.0f,0.0f, result.distance * 0.8f };
|
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newOffset = SHVec3::RotateX(newOffset, -(SHMath::DegreesToRadians(pivot.GetPitch())));
|
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newOffset = SHVec3::RotateY(newOffset, (SHMath::DegreesToRadians(pivot.GetYaw())));
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pivot.offset = newOffset;
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//SHLOG_INFO("CAMERA COLLISION HIT, {}", result.distance);
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}
|
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else
|
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{
|
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//SHLOG_INFO("CAMERA COLLISION CANT HIT CAMERA");
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}
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|
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|
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|
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// pivot.rtMatrix = SHMatrix::Inverse(pivot.rtMatrix);
|
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|
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}
|
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|
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|
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@ -291,7 +348,7 @@ namespace SHADE
|
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for (auto& pivot : pivotDense)
|
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{
|
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if(SHSceneManager::CheckNodeAndComponentsActive<SHCameraArmComponent>(pivot.GetEID()))
|
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system->UpdatePivotArmComponent(pivot);
|
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system->UpdateCameraArmComponent(pivot);
|
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}
|
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|
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for (auto& cam : dense)
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@ -390,7 +447,9 @@ namespace SHADE
|
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}
|
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void SHCameraSystem::SetCameraViewMatrix(SHCameraComponent& camera, SHMatrix const& viewMatrix) noexcept
|
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{
|
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SHVec3 pos;
|
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DecomposeViewMatrix(viewMatrix, camera.pitch, camera.yaw, camera.roll, camera.position);
|
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|
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camera.dirtyView = true;
|
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}
|
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|
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|
|
|
@ -26,7 +26,7 @@ namespace SHADE
|
|||
|
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|
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void UpdateCameraComponent(SHCameraComponent& camera) noexcept;
|
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void UpdatePivotArmComponent(SHCameraArmComponent& pivot) noexcept;
|
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void UpdateCameraArmComponent(SHCameraArmComponent& pivot) noexcept;
|
||||
|
||||
|
||||
|
||||
|
@ -41,7 +41,7 @@ namespace SHADE
|
|||
class SH_API CameraSystemUpdate final: public SHSystemRoutine
|
||||
{
|
||||
public:
|
||||
CameraSystemUpdate() : SHSystemRoutine("Camera System Update", true) {};
|
||||
CameraSystemUpdate() : SHSystemRoutine("Camera System Update", false) {};
|
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virtual void Execute(double dt)noexcept override final;
|
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};
|
||||
friend class CameraSystemUpdate;
|
||||
|
|
|
@ -53,7 +53,7 @@ namespace SHADE
|
|||
|
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for (auto value : values)
|
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{
|
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max = Min(max, value);
|
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max = Max(max, value);
|
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}
|
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|
||||
return max;
|
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|
|
|
@ -18,6 +18,7 @@
|
|||
#include "ECS_Base/Managers/SHComponentManager.h"
|
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#include "ECS_Base/Managers/SHEntityManager.h"
|
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#include "ECS_Base/Managers/SHSystemManager.h"
|
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#include "Editor/SHEditor.h"
|
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#include "Math/SHMathHelpers.h"
|
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|
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namespace SHADE
|
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|
@ -35,7 +36,7 @@ namespace SHADE
|
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{}
|
||||
|
||||
SHTransformSystem::TransformPostPhysicsUpdate::TransformPostPhysicsUpdate()
|
||||
: SHSystemRoutine { "Transform Post-Physics Update", false }
|
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: SHSystemRoutine { "Transform Post-Physics Update", true }
|
||||
{}
|
||||
|
||||
|
||||
|
@ -54,9 +55,30 @@ namespace SHADE
|
|||
{
|
||||
// Get the current scene graph to traverse and update
|
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const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
|
||||
|
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#ifdef SHEDITOR
|
||||
|
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// When editor is not in play, only clear all dirty flags. No update required.
|
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|
||||
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);
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
UpdateEntity(SCENE_GRAPH.GetRoot(), true);
|
||||
|
||||
#endif
|
||||
}
|
||||
|
||||
void SHTransformSystem::Init()
|
||||
{
|
||||
const std::shared_ptr CHANGE_PARENT_RECEIVER { std::make_shared<SHEventReceiverSpec<SHTransformSystem>>(this, &SHTransformSystem::ChangeParent) };
|
||||
|
|
|
@ -107,6 +107,7 @@ namespace SHADE
|
|||
const SHVec3& RELATIVE_EXTENTS = box->GetRelativeExtents();
|
||||
|
||||
// Recompute world extents based on new scale and fixed relative extents
|
||||
|
||||
const SHVec3 WORLD_EXTENTS = RELATIVE_EXTENTS * (scale * 0.5f);
|
||||
box->SetWorldExtents(WORLD_EXTENTS);
|
||||
|
||||
|
@ -118,6 +119,7 @@ namespace SHADE
|
|||
const float RELATIVE_RADIUS = sphere->GetRelativeRadius();
|
||||
|
||||
// Recompute world radius based on new scale and fixed radius
|
||||
|
||||
const float MAX_SCALE = SHMath::Max({ scale.x, scale.y, scale.z });
|
||||
const float WORLD_RADIUS = RELATIVE_RADIUS * MAX_SCALE * 0.5f;
|
||||
sphere->SetWorldRadius(WORLD_RADIUS);
|
||||
|
|
|
@ -206,7 +206,7 @@ namespace SHADE
|
|||
}
|
||||
|
||||
// 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)
|
||||
{
|
||||
|
|
|
@ -309,14 +309,11 @@ namespace SHADE
|
|||
{
|
||||
colliderComponent->position = WORLD_POS;
|
||||
colliderComponent->orientation = WORLD_ROT;
|
||||
|
||||
if (colliderComponent->scale != WORLD_SCL)
|
||||
{
|
||||
colliderComponent->scale = WORLD_SCL;
|
||||
|
||||
colliderComponent->RecomputeCollisionShapes();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SHPhysicsSystem::PhysicsPostUpdate::postUpdateSyncTransforms
|
||||
(
|
||||
|
|
|
@ -197,12 +197,18 @@ namespace SHADE
|
|||
if (BUILD_SUCCESS)
|
||||
{
|
||||
// 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)
|
||||
{
|
||||
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 << ")!";
|
||||
|
@ -591,6 +597,19 @@ namespace SHADE
|
|||
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)
|
||||
{
|
||||
STARTUPINFOW startInfo;
|
||||
|
|
|
@ -319,6 +319,7 @@ namespace SHADE
|
|||
/// <param name="filePath">File path to the file to check.</param>
|
||||
/// <returns> True if the file exists </returns>
|
||||
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 std::wstring generateBuildCommand(bool debug);
|
||||
};
|
||||
|
|
|
@ -49,6 +49,16 @@ namespace SHADE
|
|||
GetNativeComponent()->lookAtCameraOrigin = val;
|
||||
}
|
||||
|
||||
bool CameraArm::EnableCameraCollision::get()
|
||||
{
|
||||
return GetNativeComponent()->enableCameraCollision;
|
||||
}
|
||||
|
||||
void CameraArm::EnableCameraCollision::set(bool val)
|
||||
{
|
||||
GetNativeComponent()->enableCameraCollision = val;
|
||||
}
|
||||
|
||||
Vector3 CameraArm::TargetOffset::get()
|
||||
{
|
||||
return Convert::ToCLI(GetNativeComponent()->GetTargetOffset());
|
||||
|
|
|
@ -36,6 +36,12 @@ namespace SHADE
|
|||
void set(bool val);
|
||||
}
|
||||
|
||||
property bool EnableCameraCollision
|
||||
{
|
||||
bool get();
|
||||
void set(bool val);
|
||||
}
|
||||
|
||||
property Vector3 TargetOffset
|
||||
{
|
||||
Vector3 get();
|
||||
|
|
|
@ -22,6 +22,14 @@ of DigiPen Institute of Technology is prohibited.
|
|||
|
||||
namespace SHADE
|
||||
{
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Properties */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
GameObject BaseComponent::Owner::get()
|
||||
{
|
||||
return owner;
|
||||
}
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Component Access Functions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
|
|
@ -36,7 +36,7 @@ namespace SHADE
|
|||
/// </summary>
|
||||
property GameObject Owner
|
||||
{
|
||||
GameObject get() { return owner; }
|
||||
GameObject get();
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
|
@ -166,6 +166,19 @@ namespace SHADE
|
|||
template<typename NativeType>
|
||||
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:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Type Definitions */
|
||||
|
|
|
@ -200,7 +200,16 @@ namespace SHADE
|
|||
{
|
||||
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);
|
||||
registerUndoListAddAction(listType, iList, iList->Count - 1, obj);
|
||||
}
|
||||
|
|
|
@ -74,7 +74,7 @@ namespace SHADE
|
|||
// Add the script in
|
||||
script->Initialize(GameObject(entity));
|
||||
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
|
||||
script->Awake();
|
||||
|
@ -423,6 +423,8 @@ namespace SHADE
|
|||
/*---------------------------------------------------------------------------------*/
|
||||
void ScriptStore::Init()
|
||||
{
|
||||
isDeserialising = false;
|
||||
|
||||
// Create an enumerable list of script types
|
||||
refreshScriptTypeList();
|
||||
// Get stored methods for interop variants of functions
|
||||
|
@ -724,6 +726,10 @@ namespace SHADE
|
|||
bool ScriptStore::DeserialiseScripts(Entity entity, System::IntPtr yamlNodePtr)
|
||||
{
|
||||
SAFE_NATIVE_CALL_BEGIN
|
||||
|
||||
// Flag that deserialization processs is ongoing
|
||||
isDeserialising = true;
|
||||
|
||||
// Convert to pointer
|
||||
YAML::Node* yamlNode = reinterpret_cast<YAML::Node*>(yamlNodePtr.ToPointer());
|
||||
|
||||
|
@ -765,9 +771,16 @@ namespace SHADE
|
|||
Debug::LogWarning("[ScriptStore] Script with unloaded type detected, skipping.");
|
||||
}
|
||||
}
|
||||
|
||||
// Unset flag for deserialization process
|
||||
isDeserialising = false;
|
||||
|
||||
return true;
|
||||
|
||||
SAFE_NATIVE_CALL_END_N("SHADE_Managed.ScriptStore")
|
||||
|
||||
// Unset flag for deserialization process
|
||||
isDeserialising = false;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
|
|
@ -337,6 +337,7 @@ namespace SHADE
|
|||
static ScriptSet disposalQueue;
|
||||
static System::Collections::Generic::IEnumerable<System::Type^>^ scriptTypeList;
|
||||
static System::Reflection::MethodInfo^ addScriptMethod;
|
||||
static bool isDeserialising;
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Helper Functions */
|
||||
|
|
|
@ -279,7 +279,15 @@ namespace SHADE
|
|||
for (int i = 0; i < LIST_SIZE; ++i)
|
||||
{
|
||||
// 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
|
||||
if (varAssignYaml(obj, node[i]))
|
||||
|
|
|
@ -167,6 +167,10 @@ namespace SHADE
|
|||
{
|
||||
valueObj = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -181,6 +185,10 @@ namespace SHADE
|
|||
valueObj = FieldType();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue