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#ifndef MONOBEHAVIOUR_H
#define MONOBEHAVIOUR_H
#include "Runtime/GameCode/Behaviour.h"
#include "MonoIncludes.h"
#include "Runtime/Serialize/TypeTree.h"
#include "Runtime/Utilities/CStringHash.h"
#include "Runtime/Scripting/Backend/ScriptingTypes.h"
#include "Runtime/Utilities/LinkedList.h"
#include "Runtime/Utilities/dynamic_array.h"
#include "Runtime/Scripting/ScriptingUtility.h"
#include "Runtime/Scripting/Backend/ScriptingBackendApi.h"
class MonoScript;
class MonoBehaviour;
typedef ListNode<MonoBehaviour> MonoBehaviourListNode;
class MonoManager;
struct ObjectGUIState;
struct Coroutine;
class RenderTexture;
struct MonoScriptCache;
#if ENABLE_AUDIO_FMOD
class AudioCustomFilter;
namespace FMOD {
class DSP;
}
#endif
class TerrainInstance;
#if UNITY_EDITOR
#include "Editor/Src/Utility/YAMLNode.h"
struct BackupState
{
BackupState ();
~BackupState ();
TypeTree typeTree;
dynamic_array<UInt8> state;
bool inYamlFormat;
bool loadedFromDisk;
YAMLNode* yamlState;
void SetYamlBackup (YAMLNode* root) { delete yamlState; inYamlFormat = true; yamlState = root; }
bool IsYaml () const { return inYamlFormat; }
bool HasYamlData () const { return yamlState != NULL; }
private:
// Preventy copy constructor
BackupState (const BackupState& preventCopy);
void operator = (const BackupState& preventCopy);
};
#endif
class MonoBehaviour : public Behaviour
{
public:
REGISTER_DERIVED_CLASS (MonoBehaviour, Behaviour)
DECLARE_OBJECT_SERIALIZE (MonoBehaviour)
MonoBehaviour (MemLabelId label, ObjectCreationMode mode);
// virtual ~MonoBehaviour (); declared-by-macro
// Tag class as sealed, this makes QueryComponent faster.
static bool IsSealedClass () { return true; }
/// Returns the MonoObject representing this MonoBehaviour
ScriptingObjectPtr GetInstance ()
{
#if ENABLE_SCRIPTING
return GetCachedScriptingObject();
#else
return SCRIPTING_NULL;
#endif
}
ScriptingClassPtr GetClass ();
void RebuildMonoInstanceFromScriptChange (ScriptingObjectPtr instance);
/// Changes the used script to newScript
/// It is critical you call Awake
void SetScript (const PPtr<MonoScript>& newScript, ScriptingObjectPtr instance = SCRIPTING_NULL);
PPtr<MonoScript> GetScript () const { return m_Script; }
Coroutine* InvokeMethodOrCoroutineChecked (ScriptingMethodPtr method, ScriptingObjectPtr value = SCRIPTING_NULL);
/// Starts a coroutine
/// If value is not null the value will be passed into the object.
/// If the method is not a coroutine, it will just be invoked
Coroutine* CreateCoroutine(ScriptingObjectPtr enumerator, ScriptingMethodPtr method);
Coroutine* StartCoroutine (const char* name, ScriptingObjectPtr value = SCRIPTING_NULL);
ScriptingObjectPtr StartCoroutineManaged (const char* name, ScriptingObjectPtr value = SCRIPTING_NULL);
ScriptingObjectPtr StartCoroutineManaged2 (ScriptingObjectPtr enumerator);
std::string GetScriptClassName ();
std::string GetScriptFullClassName ();
/// Calls a method with methodName if the method is implemented by the class
bool CallMethodInactive (const char* methodName);
/// Calls a method
bool CallMethodInactive (ScriptingMethodPtr method);
#if UNITY_EDITOR
// Check the consistency of the mono behavior... (validate fields ect in mono land)
virtual void CheckConsistency ();
#endif
/// Forwards Reset to the MonoClass in edit mode only.
virtual void SmartReset ();
enum GUILayoutType {kNoLayout = 0, kGameLayout = 1, kEditorWindowLayout = 2 };
#if ENABLE_UNITYGUI
/// Caller for the GUI functions.
virtual bool DoGUI (GUILayoutType layoutType, int skin);
#endif
// ImageFilter
#if ENABLE_IMAGEEFFECTS
static void RenderImageFilter (Unity::Component* component, RenderTexture *source, RenderTexture *destination);
#endif
virtual void Deactivate (DeactivateOperation operation);
virtual void AwakeFromLoad (AwakeFromLoadMode mode);
virtual UInt32 CalculateSupportedMessages ();
ScriptingMethodPtr FindMethod (const char* name);
void InvokeOnRenderObject ();
#if UNITY_EDITOR
enum { kHideScriptPPtr = 1 << 0, kHideEnabled = 1 << 2 };
void SetEditorHideFlags(int flags) { m_EditorHideFlags = flags; }
void SetClassIdentifier(const std::string& id);
std::string GetClassIdentifier() const { return m_EditorClassIdentifier; }
#endif
void StopCoroutine (const char* name);
void StopAllCoroutines ();
virtual char const* GetName () const;
virtual void SetName (char const* name);
typedef std::map<const char*, ScriptingMethodPtr, compare_cstring> MethodCache;
const MethodCache* GetMethodCache ();
// SetupAwake is called immediately by Activate.
// It is delayed to make sure that all objects in the scene are setup
// when Awake gets called on the MonoObject
void SetupAwake ();
bool GetUseGUILayout ();
void SetUseGUILayout (bool use);
bool WillUnloadScriptableObject ();
private:
static void DeprecatedDelayedAwakeCall (Object* o, void* userData);
static void DelayedStartCall (Object* o, void* userData);
/// Calls Awake on the MonoObject if it implements the Awake method
static void DelayedAwakeMonoBehaviour (Object* o, void* userData);
// Registers the MonoBehaviour for the Update/FixedUpdate/LateUpdate method.
// Update/FixedUpdate/LateUpdate is called if:
// - We are in play mode
// - Any of the Update, FixedUpdate, LateUpdate is implemented in the MonoClass.
// Before invoking the Update method,
// the Start method is invoked if it hasnt been invoked yet.
virtual void AddToManager ();
virtual void RemoveFromManager ();
virtual void Update ();
virtual void FixedUpdate ();
virtual void LateUpdate ();
inline void Start ();
void DeprecatedAwakeFromLoadCodePath (AwakeFromLoadMode awakeMode);
#if UNITY_EDITOR
friend void DrawMonoGizmo (Object& object, int options, void*);
friend bool CanDrawMonoGizmo (Object& object, int options, void*);
#endif
inline void CallMethodIfAvailable (int methodIndex);
void CallUpdateMethod(int methodIndex);
ScriptingObjectPtr InvokeMethodOrCoroutineChecked(ScriptingMethodPtr method, ScriptingObjectPtr value, ScriptingExceptionPtr* exception);
// Depending on which script we use the serialized typetree changes
// thus the typetree might change while the editor is running
virtual bool GetNeedsPerObjectTypeTree () const { return true; }
static void HandleNotifications (void* receiver, int messageIndex, MessageData& data);
static bool CanHandleNotifications (void* receiver, int messageIndex, MessageData& data);
#if UNITY_EDITOR
bool CanAssignMonoVariable (const char* property, Object* object);
void DidReloadDomain ();
#endif
virtual void WillDestroyComponent ();
template<bool kSwap>
void VirtualRedirectTransferStreamedBinaryRead(StreamedBinaryRead<kSwap>& transfer);
public:
// Don't call this if GetInstance() == NULL
ScriptingMethodPtr GetMethod (int index) const { return m_Methods[index]; }
#if UNITY_EDITOR
static bool CanAssignMonoVariableStatic (const char* property, Object* object);
#endif
// RebuildMonoInstance should only be called by MonoScript and MonoManager
// Anulls the old instance
// And creates a new Mono representation if the script class is availible
// Resets m_Methods to the new class
void RebuildMonoInstance (ScriptingObjectPtr instance);
void ReleaseMonoInstance ();
#if UNITY_EDITOR
void SetBackup (BackupState* state) { delete m_Backup; m_Backup = state; }
BackupState* GetBackup () { return m_Backup; }
static void ExtractBackupFromInstance (MonoObject* instance, MonoClass* scriptClass, BackupState& backup, int flags);
static void ExtractYAMLBackupFromInstance (MonoObject* instance, MonoClass* scriptClass, BackupState& backup, int flags);
void RestoreInstanceStateFromBackup (BackupState& backup, int flags);
template<class TransferFunctor>
void ProcessBackupStateWhileReading (TransferFunctor& transfer);
#endif
void SetInstanceNULLAndCreateBackup ();
Coroutine* HandleCoroutineReturnValue (ScriptingMethodPtr method, ScriptingObjectPtr returnValue);
// Registers the notification receiver function
static void InitializeClass ();
static void CleanupClass ();
#if UNITY_EDITOR
virtual bool ShouldDisplayEnabled ();
static void RestartExecuteInEditModeScripts ();
#endif
void TransferSafeBinaryInstanceOnly (dynamic_array<UInt8>& data, const TypeTree& typeTree, int options);
ObjectGUIState& GetObjectGUIState();
bool IsScriptableObject();
bool IsDestroying() { return m_IsDestroying; }
List<Coroutine>& GetActiveCoroutines () { return m_ActiveCoroutines; }
public:
bool HaveAudioCallback() const;
void SetByPassOnDSP(bool state);
#if ENABLE_AUDIO_FMOD
FMOD::DSP* GetDSP() const;
FMOD::DSP* GetOrCreateDSP();
AudioCustomFilter* GetAudioCustomFilter() { return m_AudioCustomFilter; }
#endif
private:
void AddBehaviourCallbacksToManagers ();
void AddExternalDependencyCallbacksToManagers ();
void CallAwake ();
void DeprecatedAddToManager ();
bool GetRunInEditMode ()const;
bool IsPlayingOrAllowExecuteInEditMode() const;
std::string GetDebugDescription();
template<class TransferFunction>
PPtr<MonoScript> TransferEngineData (TransferFunction& transfer);
template<class TransferFunction>
void TransferMonoData (TransferFunction& transfer);
template<class TransferFunction>
static void TransferWithInstance (TransferFunction& transfer, ScriptingObjectPtr instance, ScriptingClassPtr klass);
template<class TransferFunction>
void TransferWithInstance (TransferFunction& transfer);
#if ENABLE_SERIALIZATION_BY_CODEGENERATION
void DoLivenessCheck(RemapPPtrTransfer& transfer);
#endif
template<class TransferFunction>
void TransferEngineAndInstance (TransferFunction& transfer);
#if UNITY_EDITOR
static void ExtractBackup (class SafeBinaryRead& transfer, struct BackupState& backup);
static void ExtractBackup (YAMLRead& transfer, BackupState& backup);
#if UNITY_LOGIC_GRAPH
void LoadLogicGraphInEditor ();
#endif
#endif
PPtr<MonoScript> m_Script;
UnityStr m_Name;
const MonoScriptCache* m_ScriptCache;
const ScriptingMethodPtr* m_Methods;
List<Coroutine> m_ActiveCoroutines;
BehaviourListNode m_UpdateNode;
BehaviourListNode m_FixedUpdateNode;
BehaviourListNode m_LateUpdateNode;
MonoBehaviourListNode m_GUINode;
MonoBehaviourListNode m_OnRenderObjectNode;
// Per-monobehaviour GUI State.
ObjectGUIState *m_GUIState;
bool m_DidAwake;
bool m_DidStart;
bool m_UseGUILayout;
bool m_IsDestroying;
private:
#if ENABLE_AUDIO_FMOD
AudioCustomFilter* m_AudioCustomFilter;
#endif
#if UNITY_EDITOR
BackupState* m_Backup;
UInt32 m_EditorHideFlags;
UnityStr m_EditorClassIdentifier;
#endif
friend struct Coroutine;
friend class MonoManager;
};
#if UNITY_EDITOR
void BuildScriptPopupMenus (MonoBehaviour& behaviour, std::map<std::string, std::map<int, std::string> >& popups);
void ApplyDefaultReferences (MonoBehaviour& behaviour, const std::map<UnityStr, PPtr<Object> >& data);
#endif
void ResetAndApplyDefaultReferencesOnNewMonoBehaviour(MonoBehaviour& behaviour);
EXPORT_COREMODULE int GetMonoBehaviourInConstructor();
#if ENABLE_MONO || UNITY_WINRT
ScriptingArrayPtr RequiredComponentsOf(ScriptingClassPtr klass);
ScriptingArrayPtr RequiredComponentsOf(MonoBehaviour* script);
#endif
////@TODO: THIS SHOULD BE REMOVED AND DONE WITH THREAD_SAFE / CONSTRUCTOR_SAFE tags instead!
/// DISALLOW_IN_CONSTRUCTOR Raises an exception when executed from inside a MonoBehaviour constructor.
/// eg. GetComponent uses this to make sure no one uses it in a constructor
#if UNITY_EDITOR
#define DISALLOW_IN_CONSTRUCTOR { \
if (GetMonoBehaviourInConstructor() == 0) ; else { \
Scripting::RaiseMonoException("You are not allowed to call this function when declaring a variable.\nMove it to the line after without a variable declaration.\nIf you are using C# don't use this function in the constructor or field initializers, Instead move initialization to the Awake or Start function."); } \
}
#else
#define DISALLOW_IN_CONSTRUCTOR { }
#endif
#endif
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