Files
XCEngine/engine/src/Scripting/NullScriptRuntime.cpp

102 lines
2.5 KiB
C++

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