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/**
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* This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
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* It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
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*/
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using UnityEngine;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace Fungus
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{
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/// <summary>
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/// Replaces special tokens in a string with substituted values (typically variables or localisation strings).
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/// </summary>
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public class StringSubstituter
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{
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/// <summary>
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/// Interface for components that support substituting strings.
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/// </summary>
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public interface ISubstitutionHandler
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{
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/// <summary>
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/// Modifies a StringBuilder so that tokens are replaced by subsituted values.
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/// It's up to clients how to implement substitution but the convention looks like:
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/// "Hi {$VarName}" => "Hi John" where VarName == "John"
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/// <returns>True if the input was modified</returns>
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/// </summary>
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bool SubstituteStrings(StringBuilder input);
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}
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protected List<ISubstitutionHandler> substitutionHandlers = new List<ISubstitutionHandler>();
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/// <summary>
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/// The StringBuilder instance used to substitute strings optimally.
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/// This property is public to support client code optimisations.
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/// </summary>
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protected StringBuilder stringBuilder;
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public StringBuilder _StringBuilder { get { return stringBuilder; } }
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private int recursionDepth;
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/// <summary>
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/// Constructor which caches all components in the scene that implement ISubstitutionHandler.
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/// <param name="recursionDepth">Number of levels of recursively embedded keys to resolve.</param>
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/// </summary>
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public StringSubstituter(int recursionDepth = 5)
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{
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CacheSubstitutionHandlers();
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stringBuilder = new StringBuilder(1024);
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this.recursionDepth = recursionDepth;
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}
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/// <summary>
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/// Populates a cache of all components in the scene that implement ISubstitutionHandler.
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/// </summary>
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public virtual void CacheSubstitutionHandlers()
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{
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// Use reflection to find all components in the scene that implement ISubstitutionHandler
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var types = this.GetType().Assembly.GetTypes().Where(type => type.IsClass &&
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!type.IsAbstract &&
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typeof(ISubstitutionHandler).IsAssignableFrom(type));
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substitutionHandlers.Clear();
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foreach (System.Type t in types)
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{
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Object[] objects = GameObject.FindObjectsOfType(t);
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foreach (Object o in objects)
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{
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ISubstitutionHandler handler = o as ISubstitutionHandler;
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if (handler != null)
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{
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substitutionHandlers.Add(handler);
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}
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}
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}
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}
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/// <summary>
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/// Returns a new string that has been processed by all substitution handlers in the scene.
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/// </summary>
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public virtual string SubstituteStrings(string input)
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{
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stringBuilder.Length = 0;
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stringBuilder.Append(input);
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if (SubstituteStrings(stringBuilder))
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{
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return stringBuilder.ToString();
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}
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else
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{
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return input; // String wasn't modified
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}
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}
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public virtual bool SubstituteStrings(StringBuilder input)
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{
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bool result = false;
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// Perform the substitution multiple times to expand nested keys
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int loopCount = 0; // Avoid infinite recursion loops
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while (loopCount < recursionDepth)
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{
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bool modified = false;
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foreach (ISubstitutionHandler handler in substitutionHandlers)
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{
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if (handler.SubstituteStrings(input))
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{
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modified = true;
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result = true;
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}
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}
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if (!modified)
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{
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break;
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}
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loopCount++;
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}
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return result;
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}
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}
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}
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