| 338 | } |
| 339 | |
| 340 | void Engine::OnScriptingEngineGameAssemblyLoaded() |
| 341 | { |
| 342 | if (!Engine::IsPlayMode() && Engine::GetGameState() != GameState::Loading) |
| 343 | { |
| 344 | return; |
| 345 | } |
| 346 | |
| 347 | subsystems.clear(); |
| 348 | scriptedSubsystemMap.clear(); |
| 349 | |
| 350 | const Coral::ManagedAssembly& gameAssembly = ScriptingEngineNet::Get().GetGameAssembly(); |
| 351 | |
| 352 | const auto scriptTypeEngineSubsystem = gameAssembly.GetType("Nuake.Net.EngineSubsystem"); |
| 353 | |
| 354 | const auto& types = gameAssembly.GetTypes(); |
| 355 | for (const auto& type : types) |
| 356 | { |
| 357 | // Initialize all subsystems |
| 358 | if (type->IsSubclassOf(scriptTypeEngineSubsystem)) |
| 359 | { |
| 360 | const std::string typeName = std::string(type->GetFullName()); |
| 361 | Logger::Log("Creating Scripted Subsystem " + typeName); |
| 362 | |
| 363 | Coral::ManagedObject scriptedSubsystem = type->CreateInstance(); |
| 364 | scriptedSubsystem.SetPropertyValue("EngineSubsystemID", subsystems.size()); |
| 365 | Ref<EngineSubsystemScriptable> subsystemScript = CreateRef<EngineSubsystemScriptable>(scriptedSubsystem); |
| 366 | subsystems.push_back(subsystemScript); |
| 367 | |
| 368 | scriptedSubsystemMap[typeName] = subsystemScript; |
| 369 | |
| 370 | subsystemScript->Initialize(); |
| 371 | } |
| 372 | } |
| 373 | } |
| 374 | |
| 375 | void Engine::OnScenePreInitialize(Ref<Scene> scene) |
| 376 | { |
nothing calls this directly
no test coverage detected