// Copyright (c) Wojciech Figat. All rights reserved.

#include "ManagedEditor.h"
#include "Editor/Editor.h"
#include "FlaxEngine.Gen.h"
#include "Engine/ShadowsOfMordor/Builder.h"
#include "Engine/Scripting/Scripting.h"
#include "Engine/Scripting/ScriptingType.h"
#include "Engine/Scripting/BinaryModule.h"
#include "Engine/Scripting/ManagedCLR/MAssembly.h"
#include "Engine/Scripting/ManagedCLR/MClass.h"
#include "Engine/Scripting/ManagedCLR/MException.h"
#include "Engine/Scripting/Internal/MainThreadManagedInvokeAction.h"
#include "Engine/Platform/WindowsManager.h"
#include "Engine/Content/Assets/VisualScript.h"
#include "Engine/Content/Content.h"
#include "Engine/Level/Actor.h"
#include "Engine/CSG/CSGBuilder.h"
#include "Engine/Engine/CommandLine.h"
#include "Engine/Renderer/ProbesRenderer.h"
#include "Engine/Animations/Graph/AnimGraph.h"
#include "Engine/Core/ObjectsRemovalService.h"
#include "Engine/Level/Prefabs/Prefab.h"
#include "Engine/Serialization/JsonTools.h"

ManagedEditor::InternalOptions ManagedEditor::ManagedEditorOptions;

bool WasExitCalled = true; // Fake exit flag so we don't call Exit() in situation when object has been created but not yet initialized (we clear flag in Init())
MMethod* UpdateMethod = nullptr;
MMethod* Internal_EnvProbeBake = nullptr;
MMethod* Internal_LightmapsBake = nullptr;
MMethod* Internal_CanReloadScripts = nullptr;
MMethod* Internal_CanAutoBuildCSG = nullptr;
MMethod* Internal_CanAutoBuildNavMesh = nullptr;
MMethod* Internal_FocusGameViewport = nullptr;
MMethod* Internal_HasGameViewportFocus = nullptr;
MMethod* Internal_ScreenToGameViewport = nullptr;
MMethod* Internal_GameViewportToScreen = nullptr;
MMethod* Internal_GetGameWinPtr = nullptr;
MMethod* Internal_GetGameWindowSize = nullptr;
MMethod* Internal_OnAppExit = nullptr;
MMethod* Internal_OnVisualScriptingDebugFlow = nullptr;
MMethod* Internal_RequestStartPlayOnEditMode = nullptr;

void OnLightmapsBake(ShadowsOfMordor::BuildProgressStep step, float stepProgress, float totalProgress, bool isProgressEvent)
{
    if (Internal_LightmapsBake == nullptr)
    {
        Internal_LightmapsBake = ManagedEditor::GetStaticClass()->GetMethod("Internal_LightmapsBake", 4);
        ASSERT(Internal_LightmapsBake);
    }

    MainThreadManagedInvokeAction::ParamsBuilder params;
    params.AddParam(step);
    params.AddParam(stepProgress);
    params.AddParam(totalProgress);
    params.AddParam(isProgressEvent);
    MainThreadManagedInvokeAction::Invoke(Internal_LightmapsBake, params);
}

void OnLightmapsBuildStarted()
{
    OnLightmapsBake(ShadowsOfMordor::BuildProgressStep::Initialize, 0, 0, false);
}

void OnLightmapsBuildProgress(ShadowsOfMordor::BuildProgressStep step, float stepProgress, float totalProgress)
{
    OnLightmapsBake(step, stepProgress, totalProgress, true);
}

void OnLightmapsBuildFinished(bool failed)
{
    if (failed)
        OnLightmapsBake(ShadowsOfMordor::BuildProgressStep::UpdateEntries, 0, 0, false);
    else
        OnLightmapsBake(ShadowsOfMordor::BuildProgressStep::GenerateLightmapCharts, 0, 0, false);
}

void OnBakeEvent(bool started, Actor* e)
{
    if (Internal_EnvProbeBake == nullptr)
    {
        Internal_EnvProbeBake = ManagedEditor::GetStaticClass()->GetMethod("Internal_EnvProbeBake", 2);
        ASSERT(Internal_EnvProbeBake);
    }

    MObject* probeObj = e ? e->GetManagedInstance() : nullptr;

    MainThreadManagedInvokeAction::ParamsBuilder params;
    params.AddParam(started);
    params.AddParam(probeObj);
    MainThreadManagedInvokeAction::Invoke(Internal_EnvProbeBake, params);
}

void OnRegisterBake(Actor* e)
{
    OnBakeEvent(true, e);
}

void OnFinishBake(Actor* e)
{
    OnBakeEvent(false, e);
}

void OnBrushModified(CSG::Brush* brush)
{
    if (brush && Editor::Managed && Editor::Managed->CanAutoBuildCSG())
    {
        CSG::Builder::Build(brush->GetBrushScene(), ManagedEditor::ManagedEditorOptions.AutoRebuildCSGTimeoutMs);
    }
}

struct VisualScriptingDebugFlowInfo
{
    MObject* Script;
    MObject* ScriptInstance;
    uint32 NodeId;
    int32 BoxId;
};

void OnVisualScriptingDebugFlow()
{
    if (Internal_OnVisualScriptingDebugFlow == nullptr)
    {
        Internal_OnVisualScriptingDebugFlow = ManagedEditor::GetStaticClass()->GetMethod("Internal_OnVisualScriptingDebugFlow", 1);
        ASSERT(Internal_OnVisualScriptingDebugFlow);
    }

    const auto stack = VisualScripting::GetThreadStackTop();
    VisualScriptingDebugFlowInfo flowInfo;
    flowInfo.Script = stack->Script->GetOrCreateManagedInstance();
    flowInfo.ScriptInstance = stack->Instance ? stack->Instance->GetOrCreateManagedInstance() : nullptr;
    flowInfo.NodeId = stack->Node->ID;
    flowInfo.BoxId = stack->Box->ID;
    MObject* exception = nullptr;
    void* params[1];
    params[0] = &flowInfo;
    Internal_OnVisualScriptingDebugFlow->Invoke(nullptr, params, &exception);
    if (exception)
    {
        MException ex(exception);
        ex.Log(LogType::Error, TEXT("OnVisualScriptingDebugFlow"));
    }
}

void OnLogMessage(LogType type, const StringView& msg);

ManagedEditor::ManagedEditor()
    : ScriptingObject(SpawnParams(ObjectID, ManagedEditor::TypeInitializer))
{
    // Link events
    auto editor = ((NativeBinaryModule*)GetBinaryModuleFlaxEngine())->Assembly;
    editor->Loaded.Bind<ManagedEditor, &ManagedEditor::OnEditorAssemblyLoaded>(this);
    ProbesRenderer::OnRegisterBake.Bind<OnRegisterBake>();
    ProbesRenderer::OnFinishBake.Bind<OnFinishBake>();
    auto lightmapsBuilder = ShadowsOfMordor::Builder::Instance();
    lightmapsBuilder->OnBuildStarted.Bind<OnLightmapsBuildStarted>();
    lightmapsBuilder->OnBuildProgress.Bind<OnLightmapsBuildProgress>();
    lightmapsBuilder->OnBuildFinished.Bind<OnLightmapsBuildFinished>();
    CSG::Builder::OnBrushModified.Bind<OnBrushModified>();
#if LOG_ENABLE
    Log::Logger::OnMessage.Bind<OnLogMessage>();
#endif
    VisualScripting::DebugFlow.Bind<OnVisualScriptingDebugFlow>();
}

ManagedEditor::~ManagedEditor()
{
    // Unlink events
    auto editor = ((NativeBinaryModule*)GetBinaryModuleFlaxEngine())->Assembly;
    editor->Loaded.Unbind<ManagedEditor, &ManagedEditor::OnEditorAssemblyLoaded>(this);
    ProbesRenderer::OnRegisterBake.Unbind<OnRegisterBake>();
    ProbesRenderer::OnFinishBake.Unbind<OnFinishBake>();
    auto lightmapsBuilder = ShadowsOfMordor::Builder::Instance();
    lightmapsBuilder->OnBuildStarted.Unbind<OnLightmapsBuildStarted>();
    lightmapsBuilder->OnBuildProgress.Unbind<OnLightmapsBuildProgress>();
    lightmapsBuilder->OnBuildFinished.Unbind<OnLightmapsBuildFinished>();
    CSG::Builder::OnBrushModified.Unbind<OnBrushModified>();
#if LOG_ENABLE
    Log::Logger::OnMessage.Unbind<OnLogMessage>();
#endif
    VisualScripting::DebugFlow.Unbind<OnVisualScriptingDebugFlow>();
}

void ManagedEditor::Init()
{
    // Note: editor modules should perform quite fast init, any longer things should be done in async during 'editor splash screen time
    void* args[2];
    MClass* mclass = GetClass();
    if (mclass == nullptr)
    {
        LOG(Fatal, "Invalid Editor assembly! Missing class.");
    }
    const auto initMethod = mclass->GetMethod("Init", ARRAY_COUNT(args));
    if (initMethod == nullptr)
    {
        LOG(Fatal, "Invalid Editor assembly! Missing initialization method.");
    }
    MObject* instance = GetOrCreateManagedInstance();
    if (instance == nullptr)
    {
        LOG(Fatal, "Failed to create editor instance.");
    }
    MObject* exception = nullptr;
    StartupFlags flags = StartupFlags::None;
    if (CommandLine::Options.Headless.IsTrue())
        flags |= StartupFlags::Headless;
    if (CommandLine::Options.SkipCompile.IsTrue())
        flags |= StartupFlags::SkipCompile;
    if (CommandLine::Options.NewProject.IsTrue())
        flags |= StartupFlags::NewProject;
    if (CommandLine::Options.Exit.IsTrue())
        flags |= StartupFlags::Exit;
    args[0] = &flags;
    Guid sceneId;
    if (!CommandLine::Options.Play.HasValue() || (CommandLine::Options.Play.HasValue() && Guid::Parse(CommandLine::Options.Play.GetValue(), sceneId)))
    {
        sceneId = Guid::Empty;
    }
    args[1] = &sceneId;
    initMethod->Invoke(instance, args, &exception);
    if (exception)
    {
        // Umm, we could handle this but here we are not sure if it is sth fatal.
        // Editor should catch non-critical exceptions and leave fatal ones
        MException ex(exception);
        ex.Log(LogType::Warning, TEXT("ManagedEditor::Init"));
        LOG_STR(Fatal, TEXT("Failed to initialize editor! ") + ex.Message);
    }

    // Clear flag to ensure to call Exit() on assembly unloading
    WasExitCalled = false;

    // Load scripts if auto-load on startup is disabled
    if (!ManagedEditorOptions.ForceScriptCompilationOnStartup || EnumHasAllFlags(flags, StartupFlags::SkipCompile))
    {
        LOG(Info, "Loading managed assemblies (due to disabled compilation on startup)");
        Scripting::Load();

        const auto endInitMethod = mclass->GetMethod("EndInit");
        if (endInitMethod == nullptr)
        {
            LOG(Fatal, "Invalid Editor assembly! Missing EndInit method.");
        }
        endInitMethod->Invoke(instance, nullptr, &exception);
        if (exception)
        {
            MException ex(exception);
            ex.Log(LogType::Warning, TEXT("ManagedEditor::EndInit"));
            LOG_STR(Fatal, TEXT("Failed to initialize editor during EndInit! ") + ex.Message);
        }
    }

    // Call building if need to (based on CL)
    if (CommandLine::Options.Build.HasValue())
    {
        const auto buildCommandMethod = GetClass()->GetMethod("BuildCommand", 1);
        if (buildCommandMethod == nullptr)
        {
            LOG(Fatal, "Missing build command method!");
        }
        args[0] = MUtils::ToString(CommandLine::Options.Build.GetValue());
        buildCommandMethod->Invoke(GetManagedInstance(), args, &exception);
        if (exception)
        {
            LOG(Fatal, "Build command failed!");
        }
    }
}

void ManagedEditor::BeforeRun()
{
    // If during last lightmaps baking engine crashed we could try to restore the progress
    if (ShadowsOfMordor::Builder::Instance()->RestoreState())
        GetClass()->GetMethod("Internal_StartLightingBake")->Invoke(GetOrCreateManagedInstance(), nullptr, nullptr);
}

void ManagedEditor::Update()
{
    // Skip if managed object is missing
    const auto instance = GetManagedInstance();
    if (instance == nullptr)
        return;

    // Cache update method pointer
    if (UpdateMethod == nullptr)
    {
        UpdateMethod = GetClass()->GetMethod("Update");
        if (UpdateMethod == nullptr)
        {
            LOG(Fatal, "Invalid Editor assembly!");
        }
    }

    // Call update
    MObject* exception = nullptr;
    UpdateMethod->Invoke(instance, nullptr, &exception);
    if (exception)
    {
        MException ex(exception);
        ex.Log(LogType::Warning, TEXT("ManagedEditor::Update"));
    }
}

void ManagedEditor::Exit()
{
    if (WasExitCalled)
        return;
    WasExitCalled = true;

    // Skip if managed object is missing
    const auto instance = GetManagedInstance();
    if (instance == nullptr)
        return;

    // Call exit
    const auto exitMethod = GetClass()->GetMethod("Exit");
    if (exitMethod == nullptr)
    {
        LOG(Fatal, "Invalid Editor assembly!");
    }
    MObject* exception = nullptr;
    exitMethod->Invoke(instance, nullptr, &exception);
    if (exception)
    {
        MException ex(exception);
        ex.Log(LogType::Warning, TEXT("ManagedEditor::Exit"));
        LOG_STR(Fatal, TEXT("Failed to shutdown editor! ") + ex.Message);
    }
}

Window* ManagedEditor::GetMainWindow()
{
    ASSERT(HasManagedInstance());
    const auto method = GetClass()->GetMethod("GetMainWindowPtr");
    ASSERT(method);
    return (Window*)MUtils::Unbox<void*>(method->Invoke(GetManagedInstance(), nullptr, nullptr));
}

bool ManagedEditor::CanReloadScripts()
{
    if (!HasManagedInstance())
        return false;
    if (Internal_CanReloadScripts == nullptr)
    {
        Internal_CanReloadScripts = GetClass()->GetMethod("Internal_CanReloadScripts");
        ASSERT(Internal_CanReloadScripts);
    }
    return MUtils::Unbox<bool>(Internal_CanReloadScripts->Invoke(GetManagedInstance(), nullptr, nullptr));
}

bool ManagedEditor::CanAutoBuildCSG()
{
    if (!ManagedEditorOptions.AutoRebuildCSG)
        return false;

    // Skip calls from non-managed thread (eg. physics worker)
    if (!MCore::Thread::IsAttached())
        return false;

    if (!HasManagedInstance())
        return false;
    if (Internal_CanAutoBuildCSG == nullptr)
    {
        Internal_CanAutoBuildCSG = GetClass()->GetMethod("Internal_CanAutoBuildCSG");
        ASSERT(Internal_CanAutoBuildCSG);
    }
    return MUtils::Unbox<bool>(Internal_CanAutoBuildCSG->Invoke(GetManagedInstance(), nullptr, nullptr));
}

bool ManagedEditor::CanAutoBuildNavMesh()
{
    if (!ManagedEditorOptions.AutoRebuildNavMesh)
        return false;

    // Skip calls from non-managed thread (eg. physics worker)
    if (!MCore::Thread::IsAttached())
        return false;

    if (!HasManagedInstance())
        return false;
    if (Internal_CanAutoBuildNavMesh == nullptr)
    {
        Internal_CanAutoBuildNavMesh = GetClass()->GetMethod("Internal_CanAutoBuildNavMesh");
        ASSERT(Internal_CanAutoBuildNavMesh);
    }
    return MUtils::Unbox<bool>(Internal_CanAutoBuildNavMesh->Invoke(GetManagedInstance(), nullptr, nullptr));
}

bool ManagedEditor::HasGameViewportFocus() const
{
    bool result = false;
    if (HasManagedInstance())
    {
        if (Internal_HasGameViewportFocus == nullptr)
        {
            Internal_HasGameViewportFocus = GetClass()->GetMethod("Internal_HasGameViewportFocus");
            ASSERT(Internal_HasGameViewportFocus);
        }
        result = MUtils::Unbox<bool>(Internal_HasGameViewportFocus->Invoke(GetManagedInstance(), nullptr, nullptr));
    }
    return result;
}

void ManagedEditor::FocusGameViewport() const
{
    if (HasManagedInstance())
    {
        if (Internal_FocusGameViewport == nullptr)
        {
            Internal_FocusGameViewport = GetClass()->GetMethod("Internal_FocusGameViewport");
            ASSERT(Internal_FocusGameViewport);
        }
        Internal_FocusGameViewport->Invoke(GetManagedInstance(), nullptr, nullptr);
    }
}

Float2 ManagedEditor::ScreenToGameViewport(const Float2& screenPos) const
{
    Float2 result = screenPos;
    if (HasManagedInstance())
    {
        if (Internal_ScreenToGameViewport == nullptr)
        {
            Internal_ScreenToGameViewport = GetClass()->GetMethod("Internal_ScreenToGameViewport", 1);
            ASSERT(Internal_ScreenToGameViewport);
        }
        void* params[1];
        params[0] = &result;
        Internal_ScreenToGameViewport->Invoke(GetManagedInstance(), params, nullptr);
    }
    return result;
}

Float2 ManagedEditor::GameViewportToScreen(const Float2& viewportPos) const
{
    Float2 result = viewportPos;
    if (HasManagedInstance())
    {
        if (Internal_GameViewportToScreen == nullptr)
        {
            Internal_GameViewportToScreen = GetClass()->GetMethod("Internal_GameViewportToScreen", 1);
            ASSERT(Internal_GameViewportToScreen);
        }
        void* params[1];
        params[0] = &result;
        Internal_GameViewportToScreen->Invoke(GetManagedInstance(), params, nullptr);
    }
    return result;
}

Window* ManagedEditor::GetGameWindow(bool forceGet)
{
    if (HasManagedInstance())
    {
        if (Internal_GetGameWinPtr == nullptr)
        {
            Internal_GetGameWinPtr = GetClass()->GetMethod("Internal_GetGameWinPtr", 2);
            ASSERT(Internal_GetGameWinPtr);
        }
        Window* win = nullptr;
        void* params[2];
        params[0] = &forceGet;
        params[1] = &win;
        Internal_GetGameWinPtr->Invoke(GetManagedInstance(), params, nullptr);
        return win;
    }
    return nullptr;
}

Float2 ManagedEditor::GetGameWindowSize()
{
    if (HasManagedInstance())
    {
        if (Internal_GetGameWindowSize == nullptr)
        {
            Internal_GetGameWindowSize = GetClass()->GetMethod("Internal_GetGameWindowSize", 1);
            ASSERT(Internal_GetGameWindowSize);
        }
        Float2 size;
        void* params[1];
        params[0] = &size;
        Internal_GetGameWindowSize->Invoke(GetManagedInstance(), params, nullptr);
        return size;
    }
    return Float2::Zero;
}

bool ManagedEditor::OnAppExit()
{
    if (!HasManagedInstance())
        return true;
    if (Internal_OnAppExit == nullptr)
    {
        Internal_OnAppExit = GetClass()->GetMethod("Internal_OnAppExit");
        ASSERT(Internal_OnAppExit);
    }
    return MUtils::Unbox<bool>(Internal_OnAppExit->Invoke(GetManagedInstance(), nullptr, nullptr));
}

void ManagedEditor::RequestStartPlayOnEditMode()
{
    if (!HasManagedInstance())
        return;
    if (Internal_RequestStartPlayOnEditMode == nullptr)
    {
        Internal_RequestStartPlayOnEditMode = GetClass()->GetMethod("Internal_RequestStartPlayOnEditMode");
        ASSERT(Internal_RequestStartPlayOnEditMode);
    }
    Internal_RequestStartPlayOnEditMode->Invoke(GetManagedInstance(), nullptr, nullptr);
}

Array<ManagedEditor::VisualScriptStackFrame> ManagedEditor::GetVisualScriptStackFrames()
{
    Array<VisualScriptStackFrame> result;
    const auto stack = VisualScripting::GetThreadStackTop();
    auto s = stack;
    while (s)
    {
        VisualScriptStackFrame& frame = result.AddOne();
        frame.Script = s->Script;
        frame.NodeId = s->Node->ID;
        frame.BoxId = s->Box ? s->Box->ID : MAX_uint32;
        s = s->PreviousFrame;
    }
    return result;
}

ManagedEditor::VisualScriptStackFrame ManagedEditor::GetVisualScriptPreviousScopeFrame()
{
    VisualScriptStackFrame frame;
    Platform::MemoryClear(&frame, sizeof(frame));
    const auto stack = VisualScripting::GetThreadStackTop();
    if (stack)
    {
        auto s = stack;
        while (s->PreviousFrame && s->PreviousFrame->Scope == stack->Scope)
            s = s->PreviousFrame;
        if (s && s->PreviousFrame)
        {
            s = s->PreviousFrame;
            frame.Script = s->Script;
            frame.NodeId = s->Node->ID;
            frame.BoxId = s->Box ? s->Box->ID : MAX_uint32;
        }
    }
    return frame;
}

Array<ManagedEditor::VisualScriptLocal> ManagedEditor::GetVisualScriptLocals()
{
    Array<VisualScriptLocal> result;
    const auto stack = VisualScripting::GetThreadStackTop();
    if (stack && stack->Scope)
    {
        const int32 count = stack->Scope->Parameters.Length() + stack->Scope->ReturnedValues.Count();
        result.Resize(count);
        VisualScriptLocal local;
        local.NodeId = MAX_uint32;
        if (stack->Scope->Parameters.Length() != 0)
        {
            auto s = stack;
            while (s->PreviousFrame && s->PreviousFrame->Scope == stack->Scope)
                s = s->PreviousFrame;
            if (s)
                local.NodeId = s->Node->ID;
        }
        for (int32 i = 0; i < stack->Scope->Parameters.Length(); i++)
        {
            auto& v = stack->Scope->Parameters[i];
            local.BoxId = i + 1;
            local.Value = v.ToString();
            local.ValueTypeName = v.Type.GetTypeName();
            result[i] = local;
        }
        for (int32 i = 0; i < stack->Scope->ReturnedValues.Count(); i++)
        {
            auto& v = stack->Scope->ReturnedValues[i];
            local.NodeId = v.NodeId;
            local.BoxId = v.BoxId;
            local.Value = v.Value.ToString();
            local.ValueTypeName = v.Value.Type.GetTypeName();
            result[stack->Scope->Parameters.Length() + i] = local;
        }
    }
    return result;
}

bool ManagedEditor::EvaluateVisualScriptLocal(VisualScript* script, VisualScriptLocal& local)
{
    Variant v;
    const auto stack = VisualScripting::GetThreadStackTop();
    if (stack && VisualScripting::Evaluate(script, stack->Instance, local.NodeId, local.BoxId, v))
    {
        local.Value = v.ToString();
        local.ValueTypeName = v.Type.GetTypeName();
        return true;
    }
    return false;
}

void ManagedEditor::WipeOutLeftoverSceneObjects()
{
    PROFILE_CPU();
    Array<ScriptingObject*> objects = Scripting::GetObjects();
    bool removedAny = false;
    for (ScriptingObject* object : objects)
    {
        if (EnumHasAllFlags(object->Flags, ObjectFlags::IsDuringPlay) && EnumHasNoneFlags(object->Flags, ObjectFlags::WasMarkedToDelete))
        {
            if (auto* sceneObject = Cast<SceneObject>(object))
            {
                if (sceneObject->HasParent())
                    continue; // Skip sub-objects
                auto* actor = Cast<Actor>(sceneObject);
                if (!actor)
                    actor = sceneObject->GetParent();
                if (actor && actor->HasTag(TEXT("__EditorInternal")))
                    continue; // Skip internal objects used by Editor (eg. EditorScene)

                LOG(Error, "Object '{}' (ID={}, Type={}) is still in memory after play end but should be destroyed (memory leak).", sceneObject->GetNamePath(), sceneObject->GetID(), sceneObject->GetType().ToString());
                sceneObject->DeleteObject();
                removedAny = true;
            }
        }
    }
    if (removedAny)
        ObjectsRemovalService::Flush();
}

Array<Window*> ManagedEditor::GetWindows()
{
    WindowsManager::WindowsLocker.Lock();
    auto result = WindowsManager::Windows;
    WindowsManager::WindowsLocker.Unlock();
    return result;
}

void ManagedEditor::OnEditorAssemblyLoaded(MAssembly* assembly)
{
    ASSERT(!HasManagedInstance());

    // FlaxEditor.CSharp.dll has been loaded, let's create managed object for C# editor

    CreateManaged();
}

void ManagedEditor::DestroyManaged()
{
    // Ensure to cleanup managed stuff
    if (!WasExitCalled)
    {
        Exit();
    }

    Internal_EnvProbeBake = nullptr;
    Internal_LightmapsBake = nullptr;
    Internal_CanReloadScripts = nullptr;
    Internal_ScreenToGameViewport = nullptr;
    Internal_GameViewportToScreen = nullptr;
    Internal_GetGameWinPtr = nullptr;
    Internal_OnAppExit = nullptr;
    Internal_OnVisualScriptingDebugFlow = nullptr;

    // Base
    ScriptingObject::DestroyManaged();
}
