102 lines
2.5 KiB
C++
102 lines
2.5 KiB
C++
#include "Scripting/NullScriptRuntime.h"
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namespace XCEngine {
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namespace Scripting {
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void NullScriptRuntime::OnRuntimeStart(Components::Scene* scene) {
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(void)scene;
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}
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void NullScriptRuntime::OnRuntimeStop(Components::Scene* scene) {
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(void)scene;
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}
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bool NullScriptRuntime::TryGetAvailableScriptClasses(
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std::vector<ScriptClassDescriptor>& outClasses) const {
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outClasses.clear();
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return false;
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}
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bool NullScriptRuntime::TryGetAvailableRenderPipelineAssetClasses(
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std::vector<ScriptClassDescriptor>& outClasses) const {
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outClasses.clear();
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return false;
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}
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bool NullScriptRuntime::TryGetClassFieldMetadata(
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const std::string& assemblyName,
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const std::string& namespaceName,
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const std::string& className,
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std::vector<ScriptFieldMetadata>& outFields) const {
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(void)assemblyName;
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(void)namespaceName;
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(void)className;
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outFields.clear();
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return false;
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}
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bool NullScriptRuntime::TryGetClassFieldDefaultValues(
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const std::string& assemblyName,
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const std::string& namespaceName,
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const std::string& className,
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std::vector<ScriptFieldDefaultValue>& outFields) const {
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(void)assemblyName;
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(void)namespaceName;
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(void)className;
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outFields.clear();
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return false;
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}
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bool NullScriptRuntime::TrySetManagedFieldValue(
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const ScriptRuntimeContext& context,
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const std::string& fieldName,
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const ScriptFieldValue& value) {
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(void)context;
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(void)fieldName;
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(void)value;
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return true;
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}
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bool NullScriptRuntime::TryGetManagedFieldValue(
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const ScriptRuntimeContext& context,
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const std::string& fieldName,
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ScriptFieldValue& outValue) const {
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(void)context;
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(void)fieldName;
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(void)outValue;
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return false;
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}
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void NullScriptRuntime::SyncManagedFieldsToStorage(const ScriptRuntimeContext& context) {
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(void)context;
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}
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bool NullScriptRuntime::CreateScriptInstance(const ScriptRuntimeContext& context) {
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return context.component != nullptr;
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}
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void NullScriptRuntime::DestroyScriptInstance(const ScriptRuntimeContext& context) {
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(void)context;
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}
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void NullScriptRuntime::InvokeMethod(
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const ScriptRuntimeContext& context,
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ScriptLifecycleMethod method,
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float deltaTime) {
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(void)context;
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(void)method;
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(void)deltaTime;
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}
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void NullScriptRuntime::InvokePhysicsMessage(
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const ScriptRuntimeContext& context,
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ScriptPhysicsMessage message,
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Components::GameObject* other) {
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(void)context;
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(void)message;
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(void)other;
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}
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} // namespace Scripting
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} // namespace XCEngine
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