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156 lines
5.0 KiB
156 lines
5.0 KiB
9 years ago
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using UnityEngine;
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using System;
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using System.Reflection;
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using System.Linq;
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using System.Collections;
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using System.Collections.Generic;
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using MoonSharp.Interpreter;
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namespace Fungus
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{
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9 years ago
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/// <summary>
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/// Base class for a component which registers Lua Bindings.
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/// When the Lua Environment initialises, it finds all components in the scene that inherit
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/// from LuaBindingsBase and calls them to add their bindings.
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/// </summary>
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public abstract class LuaBindingsBase : MonoBehaviour
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{
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/// <summary>
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/// Add all declared bindings to the globals table.
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/// </summary>
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public abstract void AddBindings(Table globals);
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}
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/// <summary>
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/// Component which manages a list of bound objects to be accessed in Lua scripts.
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/// </summary>
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[ExecuteInEditMode]
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public class LuaBindings : LuaBindingsBase
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{
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/// <summary>
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/// Represents a single Unity object (+ optional component) bound to a string key.
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/// </summary>
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[Serializable]
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public class BoundObject
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{
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public string key;
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public UnityEngine.Object obj;
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public Component component;
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}
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/// <summary>
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/// Name of global table variable to store bindings in. If left blank then each binding will be added as a global variable.
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/// </summary>
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[Tooltip("Name of global table variable to store bindings in. If left blank then each binding will be added as a global variable.")]
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public string tableName = "";
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[Tooltip("Register all CLR types used by the bound objects so that they can be accessed from Lua. If you don't use this option you will need to register these types yourself.")]
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public bool registerTypes = true;
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[HideInInspector]
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public List<string> boundTypes = new List<string>();
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9 years ago
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/// <summary>
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/// The list of Unity objects to be bound for access in Lua.
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/// </summary>
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[Tooltip("The list of Unity objects to be bound to make them accessible in Lua script.")]
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public List<BoundObject> boundObjects = new List<BoundObject>();
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/// <summary>
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/// Always ensure there is at least one row in the bound objects list.
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/// </summary>
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protected virtual void Update()
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{
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// Add in a single empty line at start
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if (boundObjects.Count == 0)
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{
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boundObjects.Add(null);
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}
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}
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/// <summary>
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/// Add all declared bindings to the globals table.
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/// </summary>
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public override void AddBindings(Table globals)
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{
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Table bindingsTable = null;
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if (tableName == "")
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{
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// Add directly to globals table
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bindingsTable = globals;
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}
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else
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{
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DynValue res = globals.Get(tableName);
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if (res.Type == DataType.Table)
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{
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// Add to an existing table
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bindingsTable = res.Table;
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}
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else
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{
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// Create a new table
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bindingsTable = new Table(globals.OwnerScript);
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globals[tableName] = bindingsTable;
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}
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}
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if (bindingsTable == null)
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{
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Debug.LogError("Bindings table must not be null");
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}
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// Register types of bound objects with MoonSharp
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if (registerTypes)
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{
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foreach (string typeName in boundTypes)
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{
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LuaEnvironment.RegisterType(typeName);
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}
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}
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for (int i = 0; i < boundObjects.Count; ++i)
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{
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// Ignore empty keys
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string key = boundObjects[i].key;
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if (key == null ||
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key == "")
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{
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continue;
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}
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// Check for keys used multiple times
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if (bindingsTable.Get(key).Type != DataType.Nil)
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{
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Debug.LogWarning("An item already exists with the same key as binding '" + key + "'. This binding will be ignored.");
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continue;
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}
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// Ignore bindings with no object set
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GameObject go = boundObjects[i].obj as GameObject;
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if (go != null)
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{
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// Register as gameobject / components
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Component component = boundObjects[i].component;
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if (component == null)
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{
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// Bind the key to the gameobject
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bindingsTable[key] = go;
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}
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else
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{
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// Bind the key to the component
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bindingsTable[key] = component;
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}
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}
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else
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{
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// Register as other UnityEngine.Object type
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bindingsTable[key] = boundObjects[i].obj;
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}
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}
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}
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}
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}
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