feat(scripting): add mono csharp runtime foundation

This commit is contained in:
2026-03-27 13:07:39 +08:00
parent 134a80b334
commit b06932724c
33 changed files with 4227 additions and 18 deletions

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@@ -50,14 +50,30 @@ foreach(XCENGINE_REQUIRED_PATH
endforeach()
set(XCENGINE_SCRIPT_CORE_SOURCES
${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.ScriptCore/Camera.cs
${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.ScriptCore/Behaviour.cs
${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.ScriptCore/Component.cs
${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.ScriptCore/Debug.cs
${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.ScriptCore/GameObject.cs
${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.ScriptCore/InternalCalls.cs
${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.ScriptCore/Light.cs
${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.ScriptCore/MonoBehaviour.cs
${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.ScriptCore/Quaternion.cs
${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.ScriptCore/Space.cs
${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.ScriptCore/Time.cs
${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.ScriptCore/Transform.cs
${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.ScriptCore/Vector2.cs
${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.ScriptCore/Vector3.cs
${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.ScriptCore/Vector4.cs
)
set(XCENGINE_GAME_SCRIPT_SOURCES
${CMAKE_CURRENT_SOURCE_DIR}/GameScripts/BuiltinComponentProbe.cs
${CMAKE_CURRENT_SOURCE_DIR}/GameScripts/HierarchyProbe.cs
${CMAKE_CURRENT_SOURCE_DIR}/GameScripts/LifecycleProbe.cs
${CMAKE_CURRENT_SOURCE_DIR}/GameScripts/TransformConversionProbe.cs
${CMAKE_CURRENT_SOURCE_DIR}/GameScripts/TransformMotionProbe.cs
${CMAKE_CURRENT_SOURCE_DIR}/GameScripts/TransformSpaceProbe.cs
)
set(XCENGINE_MANAGED_FRAMEWORK_REFERENCES

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@@ -0,0 +1,60 @@
using XCEngine;
namespace Gameplay
{
public sealed class BuiltinComponentProbe : MonoBehaviour
{
public bool HasCamera;
public bool HasLight;
public bool CameraLookupSucceeded;
public bool LightLookupSucceeded;
public float ObservedFieldOfView;
public float ObservedNearClipPlane;
public float ObservedFarClipPlane;
public float ObservedDepth;
public bool ObservedPrimary;
public float ObservedIntensity;
public float ObservedRange;
public float ObservedSpotAngle;
public bool ObservedCastsShadows;
public void Start()
{
HasCamera = HasComponent<Camera>();
HasLight = HasComponent<Light>();
CameraLookupSucceeded = TryGetComponent(out Camera camera);
LightLookupSucceeded = TryGetComponent(out Light light);
if (camera != null)
{
ObservedFieldOfView = camera.fieldOfView;
ObservedNearClipPlane = camera.nearClipPlane;
ObservedFarClipPlane = camera.farClipPlane;
ObservedDepth = camera.depth;
ObservedPrimary = camera.primary;
camera.fieldOfView = 75.0f;
camera.nearClipPlane = 0.3f;
camera.farClipPlane = 500.0f;
camera.depth = 3.0f;
camera.primary = false;
}
if (light != null)
{
ObservedIntensity = light.intensity;
ObservedRange = light.range;
ObservedSpotAngle = light.spotAngle;
ObservedCastsShadows = light.castsShadows;
light.intensity = 2.5f;
light.range = 42.0f;
light.spotAngle = 55.0f;
light.castsShadows = true;
}
}
}
}

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@@ -0,0 +1,45 @@
using XCEngine;
namespace Gameplay
{
public sealed class HierarchyProbe : MonoBehaviour
{
public GameObject ReparentTarget;
public string ObservedParentName = string.Empty;
public string ObservedFirstChildName = string.Empty;
public string ReparentedChildParentName = string.Empty;
public bool ParentLookupSucceeded;
public bool ChildLookupSucceeded;
public int ObservedChildCount;
public void Start()
{
Transform currentParent = transform.parent;
ParentLookupSucceeded = currentParent != null;
if (currentParent != null)
{
ObservedParentName = currentParent.gameObject.name;
}
ObservedChildCount = transform.childCount;
Transform firstChild = transform.GetChild(0);
ChildLookupSucceeded = firstChild != null;
if (firstChild != null)
{
ObservedFirstChildName = firstChild.gameObject.name;
if (ReparentTarget != null)
{
firstChild.SetParent(ReparentTarget.transform, true);
Transform newParent = firstChild.parent;
if (newParent != null)
{
ReparentedChildParentName = newParent.gameObject.name;
}
}
}
}
}
}

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@@ -6,6 +6,14 @@ namespace Gameplay
{
}
public sealed class UnsupportedManagedComponent : Component
{
private UnsupportedManagedComponent(ulong gameObjectUUID)
: base(gameObjectUUID)
{
}
}
public sealed class LifecycleProbe : MonoBehaviour
{
public int AwakeCount;
@@ -18,14 +26,47 @@ namespace Gameplay
public int DestroyCount;
public float Speed;
public float ObservedFixedDeltaTime;
public float ObservedUpdateDeltaTime;
public float ObservedLateDeltaTime;
public string Label = string.Empty;
public string ObservedGameObjectName = string.Empty;
public string ObservedTargetName = string.Empty;
public bool WasAwakened;
public bool WarningLogged;
public bool ErrorLogged;
public bool HasTransform;
public bool TransformLookupSucceeded;
public bool HasUnsupportedComponent;
public bool UnsupportedComponentLookupReturnedNull;
public bool TargetResolved;
public bool RotationAccessed;
public bool ScaleAccessed;
public bool TransformAccessed;
public bool ObservedEnabled;
public bool ObservedActiveSelf;
public bool ObservedActiveInHierarchy;
public bool ObservedIsActiveAndEnabled;
public bool DisableSelfOnFirstUpdate;
public bool DeactivateGameObjectOnFirstUpdate;
public GameObject Target;
public GameObject SelfReference;
public Vector4 ObservedLocalRotation;
public Vector3 ObservedLocalPosition;
public Vector3 ObservedLocalScale;
public Vector3 SpawnPoint;
public void Awake()
{
AwakeCount += 1;
WasAwakened = true;
gameObject.name = gameObject.name + "_Managed";
ObservedGameObjectName = gameObject.name;
Debug.Log(ObservedGameObjectName);
Debug.LogWarning(ObservedGameObjectName);
WarningLogged = true;
Debug.LogError(ObservedGameObjectName);
ErrorLogged = true;
Label = Label + "|Awake";
}
@@ -37,23 +78,80 @@ namespace Gameplay
public void Start()
{
StartCount += 1;
HasTransform = HasComponent<Transform>();
HasUnsupportedComponent = HasComponent<UnsupportedManagedComponent>();
SelfReference = gameObject;
TargetResolved = Target != null;
if (Target != null)
{
ObservedTargetName = Target.name;
}
TransformLookupSucceeded = TryGetComponent(out Transform resolvedTransform);
UnsupportedComponentLookupReturnedNull = !gameObject.TryGetComponent(out UnsupportedManagedComponent unsupportedComponent);
if (resolvedTransform != null)
{
resolvedTransform.localPosition = new Vector3(7.0f, 8.0f, 9.0f);
resolvedTransform.localRotation = new Quaternion(0.0f, 0.5f, 0.0f, 0.8660254f);
resolvedTransform.localScale = new Vector3(2.0f, 3.0f, 4.0f);
}
}
public void FixedUpdate()
{
FixedUpdateCount += 1;
ObservedFixedDeltaTime = Time.deltaTime;
}
public void Update()
{
UpdateCount += 1;
Speed += 1.0f;
ObservedUpdateDeltaTime = Time.deltaTime;
ObservedLocalPosition = transform.localPosition;
Quaternion rotation = transform.localRotation;
ObservedLocalRotation = new Vector4(rotation.x, rotation.y, rotation.z, rotation.w);
ObservedLocalScale = transform.localScale;
ObservedEnabled = enabled;
ObservedActiveSelf = gameObject.activeSelf;
ObservedActiveInHierarchy = gameObject.activeInHierarchy;
ObservedIsActiveAndEnabled = isActiveAndEnabled;
RotationAccessed = true;
ScaleAccessed = true;
TransformAccessed = true;
if (UpdateCount == 1)
{
if (DisableSelfOnFirstUpdate)
{
enabled = false;
}
if (DeactivateGameObjectOnFirstUpdate)
{
gameObject.SetActive(false);
}
}
}
public void LateUpdate()
{
LateUpdateCount += 1;
SpawnPoint = new Vector3(SpawnPoint.X + 1.0f, SpawnPoint.Y, SpawnPoint.Z);
ObservedLateDeltaTime = Time.deltaTime;
Vector3 position = transform.localPosition;
position.x = position.x + 1.0f;
transform.localPosition = position;
ObservedLocalPosition = transform.localPosition;
Vector3 scale = transform.localScale;
scale.x = scale.x + 1.0f;
transform.localScale = scale;
ObservedLocalScale = transform.localScale;
SpawnPoint.x = SpawnPoint.x + 1.0f;
}
public void OnDisable()

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@@ -0,0 +1,23 @@
using XCEngine;
namespace Gameplay
{
public sealed class TransformConversionProbe : MonoBehaviour
{
public Vector3 ObservedWorldPoint;
public Vector3 ObservedLocalPoint;
public Vector3 ObservedWorldDirection;
public Vector3 ObservedLocalDirection;
public void Start()
{
transform.localPosition = new Vector3(5.0f, 0.0f, 1.0f);
transform.localEulerAngles = new Vector3(0.0f, 90.0f, 0.0f);
ObservedWorldPoint = transform.TransformPoint(new Vector3(0.0f, 0.0f, 2.0f));
ObservedLocalPoint = transform.InverseTransformPoint(new Vector3(7.0f, 0.0f, 1.0f));
ObservedWorldDirection = transform.TransformDirection(new Vector3(0.0f, 0.0f, 1.0f));
ObservedLocalDirection = transform.InverseTransformDirection(new Vector3(1.0f, 0.0f, 0.0f));
}
}
}

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@@ -0,0 +1,41 @@
using XCEngine;
namespace Gameplay
{
public sealed class TransformMotionProbe : MonoBehaviour
{
public Vector3 ObservedForward;
public Vector3 ObservedRight;
public Vector3 ObservedUp;
public Vector3 ObservedPositionAfterSelfTranslate;
public Vector3 ObservedPositionAfterWorldTranslate;
public Vector3 ObservedForwardAfterWorldRotate;
public Vector3 ObservedForwardAfterSelfRotate;
public Vector3 ObservedForwardAfterLookAt;
public void Start()
{
transform.localPosition = new Vector3(0.0f, 0.0f, 0.0f);
transform.localEulerAngles = new Vector3(0.0f, 90.0f, 0.0f);
ObservedForward = transform.forward;
ObservedRight = transform.right;
ObservedUp = transform.up;
transform.Translate(new Vector3(0.0f, 0.0f, 2.0f));
ObservedPositionAfterSelfTranslate = transform.position;
transform.Translate(new Vector3(0.0f, 0.0f, 3.0f), Space.World);
ObservedPositionAfterWorldTranslate = transform.position;
transform.Rotate(new Vector3(0.0f, -90.0f, 0.0f), Space.World);
ObservedForwardAfterWorldRotate = transform.forward;
transform.Rotate(new Vector3(0.0f, 90.0f, 0.0f));
ObservedForwardAfterSelfRotate = transform.forward;
transform.LookAt(new Vector3(2.0f, 0.0f, 8.0f));
ObservedForwardAfterLookAt = transform.forward;
}
}
}

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@@ -0,0 +1,33 @@
using XCEngine;
namespace Gameplay
{
public sealed class TransformSpaceProbe : MonoBehaviour
{
public Vector3 ObservedInitialWorldPosition;
public Vector3 ObservedInitialWorldScale;
public Vector3 ObservedInitialLocalEulerAngles;
public Vector3 ObservedEulerAfterSet;
public Vector3 ObservedWorldPositionAfterSet;
public Vector3 ObservedWorldScaleAfterSet;
public void Start()
{
ObservedInitialWorldPosition = transform.position;
ObservedInitialWorldScale = transform.scale;
ObservedInitialLocalEulerAngles = transform.localEulerAngles;
transform.localEulerAngles = new Vector3(0.0f, 45.0f, 0.0f);
ObservedEulerAfterSet = transform.localEulerAngles;
transform.position = new Vector3(20.0f, 6.0f, 10.0f);
ObservedWorldPositionAfterSet = transform.position;
Quaternion targetRotation = new Quaternion(0.0f, 0.5f, 0.0f, 0.8660254f);
transform.rotation = targetRotation;
transform.scale = new Vector3(6.0f, 8.0f, 10.0f);
ObservedWorldScaleAfterSet = transform.scale;
}
}
}

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@@ -0,0 +1,21 @@
namespace XCEngine
{
public class Behaviour : Component
{
internal ulong m_scriptComponentUUID = 0;
protected Behaviour()
{
}
public ulong ScriptComponentUUID => m_scriptComponentUUID;
public bool enabled
{
get => InternalCalls.Behaviour_GetEnabled(m_scriptComponentUUID);
set => InternalCalls.Behaviour_SetEnabled(m_scriptComponentUUID, value);
}
public bool isActiveAndEnabled => enabled && GameObject.activeInHierarchy;
}
}

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@@ -0,0 +1,70 @@
namespace XCEngine
{
public sealed class Camera : Component
{
internal Camera(ulong gameObjectUUID)
: base(gameObjectUUID)
{
}
public float FieldOfView
{
get => InternalCalls.Camera_GetFieldOfView(GameObjectUUID);
set => InternalCalls.Camera_SetFieldOfView(GameObjectUUID, value);
}
public float fieldOfView
{
get => FieldOfView;
set => FieldOfView = value;
}
public float NearClipPlane
{
get => InternalCalls.Camera_GetNearClipPlane(GameObjectUUID);
set => InternalCalls.Camera_SetNearClipPlane(GameObjectUUID, value);
}
public float nearClipPlane
{
get => NearClipPlane;
set => NearClipPlane = value;
}
public float FarClipPlane
{
get => InternalCalls.Camera_GetFarClipPlane(GameObjectUUID);
set => InternalCalls.Camera_SetFarClipPlane(GameObjectUUID, value);
}
public float farClipPlane
{
get => FarClipPlane;
set => FarClipPlane = value;
}
public float Depth
{
get => InternalCalls.Camera_GetDepth(GameObjectUUID);
set => InternalCalls.Camera_SetDepth(GameObjectUUID, value);
}
public float depth
{
get => Depth;
set => Depth = value;
}
public bool Primary
{
get => InternalCalls.Camera_GetPrimary(GameObjectUUID);
set => InternalCalls.Camera_SetPrimary(GameObjectUUID, value);
}
public bool primary
{
get => Primary;
set => Primary = value;
}
}
}

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@@ -0,0 +1,70 @@
using System;
using System.Reflection;
namespace XCEngine
{
public abstract class Component
{
internal ulong m_gameObjectUUID;
protected Component()
{
}
protected Component(ulong gameObjectUUID)
{
m_gameObjectUUID = gameObjectUUID;
}
public ulong GameObjectUUID => m_gameObjectUUID;
public GameObject GameObject => new GameObject(m_gameObjectUUID);
public GameObject gameObject => GameObject;
public Transform Transform => GameObject.Transform;
public Transform transform => Transform;
public bool HasComponent<T>() where T : Component
{
return GameObject.HasComponent<T>();
}
public T GetComponent<T>() where T : Component
{
return GameObject.GetComponent<T>();
}
public bool TryGetComponent<T>(out T component) where T : Component
{
component = GetComponent<T>();
return component != null;
}
internal static T Create<T>(ulong gameObjectUUID) where T : Component
{
return Create(typeof(T), gameObjectUUID) as T;
}
internal static Component Create(Type componentType, ulong gameObjectUUID)
{
if (componentType == null || gameObjectUUID == 0 || !typeof(Component).IsAssignableFrom(componentType))
{
return null;
}
try
{
return Activator.CreateInstance(
componentType,
BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic,
binder: null,
args: new object[] { gameObjectUUID },
culture: null) as Component;
}
catch
{
return null;
}
}
}
}

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@@ -0,0 +1,20 @@
namespace XCEngine
{
public static class Debug
{
public static void Log(string message)
{
InternalCalls.Debug_Log(message ?? string.Empty);
}
public static void LogWarning(string message)
{
InternalCalls.Debug_LogWarning(message ?? string.Empty);
}
public static void LogError(string message)
{
InternalCalls.Debug_LogError(message ?? string.Empty);
}
}
}

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@@ -0,0 +1,55 @@
namespace XCEngine
{
public sealed class GameObject
{
private readonly ulong m_uuid;
internal GameObject(ulong uuid)
{
m_uuid = uuid;
}
public ulong UUID => m_uuid;
public string Name
{
get => InternalCalls.GameObject_GetName(UUID) ?? string.Empty;
set => InternalCalls.GameObject_SetName(UUID, value ?? string.Empty);
}
public string name
{
get => Name;
set => Name = value;
}
public bool activeSelf => InternalCalls.GameObject_GetActiveSelf(UUID);
public bool activeInHierarchy => InternalCalls.GameObject_GetActiveInHierarchy(UUID);
public void SetActive(bool value)
{
InternalCalls.GameObject_SetActive(UUID, value);
}
public Transform Transform => GetComponent<Transform>();
public Transform transform => Transform;
public bool HasComponent<T>() where T : Component
{
return InternalCalls.GameObject_HasComponent(UUID, typeof(T));
}
public T GetComponent<T>() where T : Component
{
ulong componentOwnerUUID = InternalCalls.GameObject_GetComponent(UUID, typeof(T));
return Component.Create<T>(componentOwnerUUID);
}
public bool TryGetComponent<T>(out T component) where T : Component
{
component = GetComponent<T>();
return component != null;
}
}
}

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@@ -0,0 +1,185 @@
using System;
using System.Runtime.CompilerServices;
namespace XCEngine
{
internal static class InternalCalls
{
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Debug_Log(string message);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Debug_LogWarning(string message);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Debug_LogError(string message);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern float Time_GetDeltaTime();
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern string GameObject_GetName(ulong gameObjectUUID);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void GameObject_SetName(ulong gameObjectUUID, string name);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern bool GameObject_GetActiveSelf(ulong gameObjectUUID);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern bool GameObject_GetActiveInHierarchy(ulong gameObjectUUID);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void GameObject_SetActive(ulong gameObjectUUID, bool active);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern bool GameObject_HasComponent(ulong gameObjectUUID, Type componentType);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern ulong GameObject_GetComponent(ulong gameObjectUUID, Type componentType);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern bool Behaviour_GetEnabled(ulong scriptComponentUUID);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Behaviour_SetEnabled(ulong scriptComponentUUID, bool enabled);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_GetLocalPosition(ulong gameObjectUUID, out Vector3 position);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_SetLocalPosition(ulong gameObjectUUID, ref Vector3 position);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_GetLocalRotation(ulong gameObjectUUID, out Quaternion rotation);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_SetLocalRotation(ulong gameObjectUUID, ref Quaternion rotation);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_GetLocalScale(ulong gameObjectUUID, out Vector3 scale);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_SetLocalScale(ulong gameObjectUUID, ref Vector3 scale);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_GetLocalEulerAngles(ulong gameObjectUUID, out Vector3 eulerAngles);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_SetLocalEulerAngles(ulong gameObjectUUID, ref Vector3 eulerAngles);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_GetPosition(ulong gameObjectUUID, out Vector3 position);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_SetPosition(ulong gameObjectUUID, ref Vector3 position);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_GetRotation(ulong gameObjectUUID, out Quaternion rotation);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_SetRotation(ulong gameObjectUUID, ref Quaternion rotation);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_GetScale(ulong gameObjectUUID, out Vector3 scale);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_SetScale(ulong gameObjectUUID, ref Vector3 scale);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_GetForward(ulong gameObjectUUID, out Vector3 forward);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_GetRight(ulong gameObjectUUID, out Vector3 right);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_GetUp(ulong gameObjectUUID, out Vector3 up);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_Translate(ulong gameObjectUUID, ref Vector3 translation, int relativeTo);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_Rotate(ulong gameObjectUUID, ref Vector3 eulers, int relativeTo);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_LookAt(ulong gameObjectUUID, ref Vector3 target);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_TransformPoint(ulong gameObjectUUID, ref Vector3 point, out Vector3 transformedPoint);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_InverseTransformPoint(ulong gameObjectUUID, ref Vector3 point, out Vector3 transformedPoint);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_TransformDirection(ulong gameObjectUUID, ref Vector3 direction, out Vector3 transformedDirection);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_InverseTransformDirection(ulong gameObjectUUID, ref Vector3 direction, out Vector3 transformedDirection);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern ulong Transform_GetParent(ulong gameObjectUUID);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Transform_SetParent(ulong gameObjectUUID, ulong parentGameObjectUUID, bool worldPositionStays);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern int Transform_GetChildCount(ulong gameObjectUUID);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern ulong Transform_GetChild(ulong gameObjectUUID, int index);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern float Camera_GetFieldOfView(ulong gameObjectUUID);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Camera_SetFieldOfView(ulong gameObjectUUID, float value);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern float Camera_GetNearClipPlane(ulong gameObjectUUID);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Camera_SetNearClipPlane(ulong gameObjectUUID, float value);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern float Camera_GetFarClipPlane(ulong gameObjectUUID);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Camera_SetFarClipPlane(ulong gameObjectUUID, float value);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern float Camera_GetDepth(ulong gameObjectUUID);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Camera_SetDepth(ulong gameObjectUUID, float value);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern bool Camera_GetPrimary(ulong gameObjectUUID);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Camera_SetPrimary(ulong gameObjectUUID, bool value);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern float Light_GetIntensity(ulong gameObjectUUID);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Light_SetIntensity(ulong gameObjectUUID, float value);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern float Light_GetRange(ulong gameObjectUUID);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Light_SetRange(ulong gameObjectUUID, float value);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern float Light_GetSpotAngle(ulong gameObjectUUID);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Light_SetSpotAngle(ulong gameObjectUUID, float value);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern bool Light_GetCastsShadows(ulong gameObjectUUID);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void Light_SetCastsShadows(ulong gameObjectUUID, bool value);
}
}

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@@ -0,0 +1,58 @@
namespace XCEngine
{
public sealed class Light : Component
{
internal Light(ulong gameObjectUUID)
: base(gameObjectUUID)
{
}
public float Intensity
{
get => InternalCalls.Light_GetIntensity(GameObjectUUID);
set => InternalCalls.Light_SetIntensity(GameObjectUUID, value);
}
public float intensity
{
get => Intensity;
set => Intensity = value;
}
public float Range
{
get => InternalCalls.Light_GetRange(GameObjectUUID);
set => InternalCalls.Light_SetRange(GameObjectUUID, value);
}
public float range
{
get => Range;
set => Range = value;
}
public float SpotAngle
{
get => InternalCalls.Light_GetSpotAngle(GameObjectUUID);
set => InternalCalls.Light_SetSpotAngle(GameObjectUUID, value);
}
public float spotAngle
{
get => SpotAngle;
set => SpotAngle = value;
}
public bool CastsShadows
{
get => InternalCalls.Light_GetCastsShadows(GameObjectUUID);
set => InternalCalls.Light_SetCastsShadows(GameObjectUUID, value);
}
public bool castsShadows
{
get => CastsShadows;
set => CastsShadows = value;
}
}
}

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@@ -1,8 +1,6 @@
namespace XCEngine
{
public class MonoBehaviour
public class MonoBehaviour : Behaviour
{
public ulong GameObjectUUID;
public ulong ScriptComponentUUID;
}
}

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@@ -0,0 +1,45 @@
using System.Runtime.InteropServices;
namespace XCEngine
{
[StructLayout(LayoutKind.Sequential)]
public struct Quaternion
{
public float X;
public float Y;
public float Z;
public float W;
public float x
{
get => X;
set => X = value;
}
public float y
{
get => Y;
set => Y = value;
}
public float z
{
get => Z;
set => Z = value;
}
public float w
{
get => W;
set => W = value;
}
public Quaternion(float x, float y, float z, float w)
{
X = x;
Y = y;
Z = z;
W = w;
}
}
}

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namespace XCEngine
{
public enum Space
{
Self = 0,
World = 1,
}
}

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namespace XCEngine
{
public static class Time
{
public static float deltaTime => InternalCalls.Time_GetDeltaTime();
}
}

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namespace XCEngine
{
public sealed class Transform : Component
{
internal Transform(ulong gameObjectUUID)
: base(gameObjectUUID)
{
}
public Vector3 LocalPosition
{
get
{
InternalCalls.Transform_GetLocalPosition(GameObjectUUID, out Vector3 position);
return position;
}
set
{
InternalCalls.Transform_SetLocalPosition(GameObjectUUID, ref value);
}
}
public Vector3 localPosition
{
get => LocalPosition;
set => LocalPosition = value;
}
public Quaternion LocalRotation
{
get
{
InternalCalls.Transform_GetLocalRotation(GameObjectUUID, out Quaternion rotation);
return rotation;
}
set
{
InternalCalls.Transform_SetLocalRotation(GameObjectUUID, ref value);
}
}
public Quaternion localRotation
{
get => LocalRotation;
set => LocalRotation = value;
}
public Vector3 LocalScale
{
get
{
InternalCalls.Transform_GetLocalScale(GameObjectUUID, out Vector3 scale);
return scale;
}
set
{
InternalCalls.Transform_SetLocalScale(GameObjectUUID, ref value);
}
}
public Vector3 localScale
{
get => LocalScale;
set => LocalScale = value;
}
public Vector3 LocalEulerAngles
{
get
{
InternalCalls.Transform_GetLocalEulerAngles(GameObjectUUID, out Vector3 eulerAngles);
return eulerAngles;
}
set
{
InternalCalls.Transform_SetLocalEulerAngles(GameObjectUUID, ref value);
}
}
public Vector3 localEulerAngles
{
get => LocalEulerAngles;
set => LocalEulerAngles = value;
}
public Vector3 Position
{
get
{
InternalCalls.Transform_GetPosition(GameObjectUUID, out Vector3 position);
return position;
}
set
{
InternalCalls.Transform_SetPosition(GameObjectUUID, ref value);
}
}
public Vector3 position
{
get => Position;
set => Position = value;
}
public Quaternion Rotation
{
get
{
InternalCalls.Transform_GetRotation(GameObjectUUID, out Quaternion rotation);
return rotation;
}
set
{
InternalCalls.Transform_SetRotation(GameObjectUUID, ref value);
}
}
public Quaternion rotation
{
get => Rotation;
set => Rotation = value;
}
public Vector3 Scale
{
get
{
InternalCalls.Transform_GetScale(GameObjectUUID, out Vector3 scale);
return scale;
}
set
{
InternalCalls.Transform_SetScale(GameObjectUUID, ref value);
}
}
public Vector3 scale
{
get => Scale;
set => Scale = value;
}
public Vector3 Forward
{
get
{
InternalCalls.Transform_GetForward(GameObjectUUID, out Vector3 forward);
return forward;
}
}
public Vector3 forward => Forward;
public Vector3 Right
{
get
{
InternalCalls.Transform_GetRight(GameObjectUUID, out Vector3 right);
return right;
}
}
public Vector3 right => Right;
public Vector3 Up
{
get
{
InternalCalls.Transform_GetUp(GameObjectUUID, out Vector3 up);
return up;
}
}
public Vector3 up => Up;
public Transform Parent
{
get
{
ulong parentUUID = InternalCalls.Transform_GetParent(GameObjectUUID);
return Create<Transform>(parentUUID);
}
set
{
InternalCalls.Transform_SetParent(GameObjectUUID, value?.GameObjectUUID ?? 0, true);
}
}
public Transform parent
{
get => Parent;
set => Parent = value;
}
public int ChildCount => InternalCalls.Transform_GetChildCount(GameObjectUUID);
public int childCount => ChildCount;
public Transform GetChild(int index)
{
ulong childUUID = InternalCalls.Transform_GetChild(GameObjectUUID, index);
return Create<Transform>(childUUID);
}
public void SetParent(Transform parent)
{
SetParent(parent, true);
}
public void SetParent(Transform parent, bool worldPositionStays)
{
InternalCalls.Transform_SetParent(GameObjectUUID, parent?.GameObjectUUID ?? 0, worldPositionStays);
}
public void Translate(Vector3 translation)
{
Translate(translation, Space.Self);
}
public void Translate(Vector3 translation, Space relativeTo)
{
InternalCalls.Transform_Translate(GameObjectUUID, ref translation, (int)relativeTo);
}
public void Rotate(Vector3 eulers)
{
Rotate(eulers, Space.Self);
}
public void Rotate(Vector3 eulers, Space relativeTo)
{
InternalCalls.Transform_Rotate(GameObjectUUID, ref eulers, (int)relativeTo);
}
public void LookAt(Vector3 worldPosition)
{
InternalCalls.Transform_LookAt(GameObjectUUID, ref worldPosition);
}
public Vector3 TransformPoint(Vector3 point)
{
InternalCalls.Transform_TransformPoint(GameObjectUUID, ref point, out Vector3 transformedPoint);
return transformedPoint;
}
public Vector3 InverseTransformPoint(Vector3 point)
{
InternalCalls.Transform_InverseTransformPoint(GameObjectUUID, ref point, out Vector3 transformedPoint);
return transformedPoint;
}
public Vector3 TransformDirection(Vector3 direction)
{
InternalCalls.Transform_TransformDirection(GameObjectUUID, ref direction, out Vector3 transformedDirection);
return transformedDirection;
}
public Vector3 InverseTransformDirection(Vector3 direction)
{
InternalCalls.Transform_InverseTransformDirection(GameObjectUUID, ref direction, out Vector3 transformedDirection);
return transformedDirection;
}
}
}

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using System.Runtime.InteropServices;
namespace XCEngine
{
[StructLayout(LayoutKind.Sequential)]
public struct Vector2
{
public float X;
public float Y;
public float x
{
get => X;
set => X = value;
}
public float y
{
get => Y;
set => Y = value;
}
public Vector2(float x, float y)
{
X = x;
Y = y;
}
}
}

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using System.Runtime.InteropServices;
namespace XCEngine
{
[StructLayout(LayoutKind.Sequential)]
public struct Vector3
{
public float X;
public float Y;
public float Z;
public float x
{
get => X;
set => X = value;
}
public float y
{
get => Y;
set => Y = value;
}
public float z
{
get => Z;
set => Z = value;
}
public Vector3(float x, float y, float z)
{
X = x;
Y = y;
Z = z;
}
}
}

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using System.Runtime.InteropServices;
namespace XCEngine
{
[StructLayout(LayoutKind.Sequential)]
public struct Vector4
{
public float X;
public float Y;
public float Z;
public float W;
public float x
{
get => X;
set => X = value;
}
public float y
{
get => Y;
set => Y = value;
}
public float z
{
get => Z;
set => Z = value;
}
public float w
{
get => W;
set => W = value;
}
public Vector4(float x, float y, float z, float w)
{
X = x;
Y = y;
Z = z;
W = w;
}
}
}