Beispiel #1
0
bool CFlowNode::CreatedNode(TFlowNodeId id, const char *name, TFlowNodeTypeId typeId, IFlowNodePtr pNode) 
{ 
	if(pNode==this)
	{
		IMonoObject *pScript = g_pScriptSystem->InstantiateScript(gEnv->pFlowSystem->GetTypeName(typeId), eScriptFlag_FlowNode);

		IMonoClass *pNodeInfo = g_pScriptSystem->GetCryBraryAssembly()->GetClass("NodeInfo", "CryEngine.FlowSystem.Native");
		pScript->CallMethod("InternalInitialize", pNodeInfo->BoxObject(&SMonoNodeInfo(this, id, m_pActInfo->pGraph->GetGraphId())));

		m_pScript = pScript;

		return pScript != nullptr;
	}

	return true; 
}
Beispiel #2
0
void CActorSystem::OnSpawn(IEntity *pEntity,SEntitySpawnParams &params)
{
	EMonoActorType actorType = GetMonoActorType(pEntity->GetClass()->GetName());

	if(actorType != EMonoActorType_None)
	{
		if(IActor *pActor = gEnv->pGameFramework->GetIActorSystem()->GetActor(pEntity->GetId()))
		{
			IMonoObject *pScript  = g_pScriptSystem->InstantiateScript(pEntity->GetClass()->GetName(), eScriptFlag_Actor);

			IMonoClass *pActorInfoClass = g_pScriptSystem->GetCryBraryAssembly()->GetClass("ActorInfo");

			SMonoActorInfo actorInfo(pActor);

			pScript->CallMethod("InternalSpawn", pActorInfoClass->BoxObject(&actorInfo));

			if(actorType == EMonoActorType_Managed)
				static_cast<CActor *>(pActor)->SetScript(pScript);
		}
	}
}
Beispiel #3
0
bool CScriptSystem::Reload()
{
	if((!m_bFirstReload && g_pMonoCVars->mono_realtimeScripting == 0) || m_bReloading)
		return false;

	m_bReloading = true;

	if(!m_bFirstReload)
	{
		for each(auto listener in m_listeners)
			listener->OnReloadStart();

		m_pScriptManager->CallMethod("Serialize");
	}

	IMonoDomain *pScriptDomain = CreateDomain("ScriptDomain", nullptr, true);

	IMonoAssembly *pCryBraryAssembly = pScriptDomain->LoadAssembly(PathUtils::GetBinaryPath() + "CryBrary.dll");

	IMonoArray *pCtorParams = CreateMonoArray(2);
	pCtorParams->InsertAny(m_bFirstReload);
	pCtorParams->InsertMonoString(ToMonoString(PathUtils::GetConfigPath()));

	IMonoObject *pScriptManager = *pCryBraryAssembly->GetClass("ScriptManager", "CryEngine.Initialization")->CreateInstance(pCtorParams);
	SAFE_RELEASE(pCtorParams);

	auto result = pScriptManager->CallMethod("Initialize", m_bFirstReload);
	if(result == nullptr)
		return false;

	IMonoObject *pResult = *result;
	auto reloadResult = pResult->Unbox<EScriptReloadResult>();
	SAFE_RELEASE(pResult);

	switch(reloadResult)
	{
	case EScriptReloadResult_Success:
		{
			// revert previous domain
			if(!m_bFirstReload)
				m_pScriptDomain->Release();

			m_pScriptDomain = pScriptDomain;
			m_pScriptManager = pScriptManager;
			m_pCryBraryAssembly = pCryBraryAssembly;

			CacheManagedResources();

			if(!m_bFirstReload)
				m_pScriptManager->CallMethod("Deserialize");

			// Set Network.Editor etc.
			IMonoClass *pClass = m_pCryBraryAssembly->GetClass("Game");

			IMonoArray *pArgs = CreateMonoArray(2);
			pArgs->Insert(gEnv->IsEditor());
			pArgs->Insert(gEnv->IsDedicated());
			pClass->GetMethod("InitializeGameStatics", 2)->InvokeArray(nullptr, pArgs);
			SAFE_RELEASE(pArgs);

			m_pScriptManager->CallMethod("ProcessWaitingScripts", m_bFirstReload);

			for each(auto listener in m_listeners)
				listener->OnReloadComplete();

			if(!m_bFirstReload && gEnv->IsEditor())
				gEnv->pFlowSystem->ReloadAllNodeTypes();

			m_bReloading = false;
			m_bDetectedChanges = false;

			return true;
		}
		break;
	case EScriptReloadResult_Retry:
		{
			m_bReloading = false;
			return Reload();
		}
	case EScriptReloadResult_Revert:
		{
			pScriptDomain->Release();
			m_pScriptDomain->SetActive();

			m_bReloading = false;

			m_bDetectedChanges = false;

			return false;
		}
		break;
	case EScriptReloadResult_Abort:
		{
			gEnv->pSystem->Quit();

			m_bReloading = false;
		}
		break;
	}

	return false;
}