Files
Nuake-custom/Nuake/src/Scene/Systems/ScriptingSystem.cpp
Antoine Pilote caa968feaf Fixed callbacks
2024-04-01 14:35:12 -04:00

191 lines
5.0 KiB
C++

#include "ScriptingSystem.h"
#include "src/Scene/Components/WrenScriptComponent.h"
#include "src/Scene/Components/NetScriptComponent.h"
#include "src/Scene/Scene.h"
#include "Engine.h"
#include "src/Scripting/ScriptingEngineNet.h"
#include "src/Physics/PhysicsManager.h"
namespace Nuake
{
ScriptingSystem::ScriptingSystem(Scene* scene)
{
m_Scene = scene;
}
bool ScriptingSystem::Init()
{
ScriptingEngine::Init();
Logger::Log("Initializing ScriptingSystem");
auto wrenEntities = m_Scene->m_Registry.view<WrenScriptComponent>();
for (auto& e : wrenEntities)
{
WrenScriptComponent& wren = wrenEntities.get<WrenScriptComponent>(e);
if (!wren.mWrenScript)
continue;
wren.mWrenScript->Build(wren.mModule, true);
if (!wren.mWrenScript->HasCompiledSuccesfully())
{
Logger::Log("Failed to compile Wren script: " + wren.Script, "scripting system");
return false;
}
wren.mWrenScript->SetScriptableEntityID((int)e);
wren.mWrenScript->CallInit();
}
auto& scriptingEngineNet = ScriptingEngineNet::Get();
scriptingEngineNet.Initialize();
scriptingEngineNet.LoadProjectAssembly(Engine::GetProject());
auto netEntities = m_Scene->m_Registry.view<NetScriptComponent>();
for (auto& e : netEntities)
{
NetScriptComponent& netScriptComponent = netEntities.get<NetScriptComponent>(e);
if (netScriptComponent.ScriptPath.empty())
continue;
auto entity = Entity{ e, m_Scene };
// Creates an instance of the entity script in C#
scriptingEngineNet.RegisterEntityScript(entity);
}
for (auto& e : netEntities)
{
auto entity = Entity{ e, m_Scene };
if (entity.IsValid() && scriptingEngineNet.HasEntityScriptInstance(entity))
{
// We can now call on init on it.
auto scriptInstance = scriptingEngineNet.GetEntityScript(entity);
scriptInstance.InvokeMethod("OnInit");
}
}
return true;
}
void ScriptingSystem::Update(Timestep ts)
{
if (!Engine::IsPlayMode())
return;
auto entities = m_Scene->m_Registry.view<WrenScriptComponent>();
for (auto& e : entities)
{
WrenScriptComponent& wren = entities.get<WrenScriptComponent>(e);
if (wren.mWrenScript != nullptr)
wren.mWrenScript->CallUpdate(ts);
}
auto& scriptingEngineNet = ScriptingEngineNet::Get();
auto netEntities = m_Scene->m_Registry.view<NetScriptComponent>();
for (auto& e : netEntities)
{
NetScriptComponent& netScriptComponent = netEntities.get<NetScriptComponent>(e);
if (netScriptComponent.ScriptPath.empty())
continue;
auto entity = Entity{ e, m_Scene };
auto scriptInstance = scriptingEngineNet.GetEntityScript(entity);
scriptInstance.InvokeMethod("OnUpdate", ts.GetSeconds());
}
}
void ScriptingSystem::FixedUpdate(Timestep ts)
{
if (!Engine::IsPlayMode())
return;
auto entities = m_Scene->m_Registry.view<WrenScriptComponent>();
for (auto& e : entities)
{
WrenScriptComponent& wren = entities.get<WrenScriptComponent>(e);
if (wren.mWrenScript != nullptr)
wren.mWrenScript->CallFixedUpdate(ts);
}
auto& scriptingEngineNet = ScriptingEngineNet::Get();
auto netEntities = m_Scene->m_Registry.view<NetScriptComponent>();
for (auto& e : netEntities)
{
NetScriptComponent& netScriptComponent = netEntities.get<NetScriptComponent>(e);
if (netScriptComponent.ScriptPath.empty())
continue;
auto entity = Entity{ e, m_Scene };
auto scriptInstance = scriptingEngineNet.GetEntityScript(entity);
scriptInstance.InvokeMethod("OnFixedUpdate", ts.GetSeconds());
}
DispatchPhysicCallbacks();
}
void ScriptingSystem::Exit()
{
auto entities = m_Scene->m_Registry.view<WrenScriptComponent>();
for (auto& e : entities)
{
WrenScriptComponent& wren = entities.get<WrenScriptComponent>(e);
try
{
if (wren.mWrenScript != nullptr)
wren.mWrenScript->CallExit();
}
catch (std::exception* e)
{
}
}
auto& scriptingEngineNet = ScriptingEngineNet::Get();
auto netEntities = m_Scene->m_Registry.view<NetScriptComponent>();
for (auto& e : netEntities)
{
NetScriptComponent& netScriptComponent = netEntities.get<NetScriptComponent>(e);
if (netScriptComponent.ScriptPath.empty())
continue;
// Creates an instance of the entity script in C#
auto entity = Entity{ e, m_Scene };
auto scriptInstance = scriptingEngineNet.GetEntityScript(entity);
scriptInstance.InvokeMethod("OnDestroy");
}
ScriptingEngine::Close();
ScriptingEngineNet::Get().Uninitialize();
}
void ScriptingSystem::DispatchPhysicCallbacks()
{
auto& scriptingEngineNet = ScriptingEngineNet::Get();
auto& physicsManager = PhysicsManager::Get();
const auto& collisions = physicsManager.GetCollisions();
for (const auto& col : collisions)
{
Entity entity1 = m_Scene->GetEntityByID(col.Entity1);
Entity entity2 = m_Scene->GetEntityByID(col.Entity2);
if (entity1.IsValid() && scriptingEngineNet.HasEntityScriptInstance(entity1))
{
auto scriptInstance = scriptingEngineNet.GetEntityScript(entity1);
scriptInstance.InvokeMethod("OnCollision", (int)col.Entity1, (int)col.Entity2);
}
}
}
}