An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEditor.Callbacks;
namespace Fungus
{
[CustomEditor (typeof(LuaBindings))]
public class LuaBindingsEditor : Editor
{
protected ReorderableList boundObjectsList;
protected SerializedProperty allLuaEnvironmentsProp;
protected SerializedProperty luaEnvironmentProp;
protected SerializedProperty tableNameProp;
protected SerializedProperty registerTypesProp;
protected SerializedProperty boundObjectsProp;
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protected SerializedProperty showInheritedProp;
protected string bindingHelpItem = "";
protected string bindingHelpDetail = "";
protected virtual void OnEnable()
{
allLuaEnvironmentsProp = serializedObject.FindProperty("allEnvironments");
luaEnvironmentProp = serializedObject.FindProperty("luaEnvironment");
tableNameProp = serializedObject.FindProperty("tableName");
registerTypesProp = serializedObject.FindProperty("registerTypes");
boundObjectsProp = serializedObject.FindProperty("boundObjects");
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showInheritedProp = serializedObject.FindProperty("showInherited");
CreateBoundObjectsList();
}
protected void CreateBoundObjectsList()
{
boundObjectsList = new ReorderableList(serializedObject, boundObjectsProp, true, true, true, true);
boundObjectsList.drawElementCallback =
(Rect rect, int index, bool isActive, bool isFocused) => {
var element = boundObjectsList.serializedProperty.GetArrayElementAtIndex(index);
rect.y += 2;
float widthA = rect.width * 0.25f;
float widthB = rect.width * 0.75f * 0.5f;
float widthC = rect.width * 0.75f * 0.5f;
SerializedProperty keyProp = element.FindPropertyRelative("key");
SerializedProperty objectProp = element.FindPropertyRelative("obj");
EditorGUI.BeginChangeCheck();
EditorGUI.PropertyField(
new Rect(rect.x, rect.y, widthA - 5, EditorGUIUtility.singleLineHeight),
keyProp, GUIContent.none);
if (EditorGUI.EndChangeCheck())
{
// Force the key to be a valid Lua variable name
LuaBindings luaBindings = target as LuaBindings;
keyProp.stringValue = GetUniqueKey(luaBindings, keyProp.stringValue, index);
}
EditorGUI.BeginChangeCheck();
EditorGUI.PropertyField(
new Rect(rect.x + widthA, rect.y, widthB - 5, EditorGUIUtility.singleLineHeight),
objectProp, GUIContent.none);
if (EditorGUI.EndChangeCheck())
{
// Use the object name as the key
string keyName = objectProp.objectReferenceValue.name;
LuaBindings luaBindings = target as LuaBindings;
element.FindPropertyRelative("key").stringValue = GetUniqueKey(luaBindings, keyName.ToLower(), index);
// Auto select any Flowchart component in the object
GameObject go = objectProp.objectReferenceValue as GameObject;
if (go != null)
{
Component flowchart = go.GetComponent("Fungus.Flowchart");
if (flowchart != null)
{
SerializedProperty componentProp = element.FindPropertyRelative("component");
componentProp.objectReferenceValue = flowchart;
}
}
}
if (objectProp.objectReferenceValue != null)
{
GameObject go = objectProp.objectReferenceValue as GameObject;
if (go != null)
{
SerializedProperty componentProp = element.FindPropertyRelative("component");
int selected = 0;
List<string> options = new List<string>();
options.Add("<GameObject>");
int count = 1;
Component[] componentList = go.GetComponents<Component>();
foreach (Component component in componentList)
{
if (componentProp.objectReferenceValue == component)
{
selected = count;
}
if (component == null ||
component.GetType() == null)
{
// Missing script?
continue;
}
string componentName = component.GetType().ToString().Replace("UnityEngine.", "");
options.Add(componentName);
count++;
}
int i = EditorGUI.Popup(
new Rect(rect.x + widthA + widthB, rect.y, widthC, EditorGUIUtility.singleLineHeight),
selected,
options.ToArray());
if (i == 0)
{
componentProp.objectReferenceValue = null;
}
else
{
componentProp.objectReferenceValue = componentList[i - 1];
}
}
}
boundObjectsList.onAddCallback = (ReorderableList l) => {
// Add a new item. This copies last item in the list, so clear new items values.
boundObjectsProp.InsertArrayElementAtIndex(boundObjectsProp.arraySize);
SerializedProperty newItem = boundObjectsProp.GetArrayElementAtIndex(boundObjectsProp.arraySize - 1);
newItem.FindPropertyRelative("key").stringValue = "";
newItem.FindPropertyRelative("obj").objectReferenceValue = null;
newItem.FindPropertyRelative("component").objectReferenceValue = null;
};
};
boundObjectsList.drawHeaderCallback = (Rect rect) => {
float widthA = rect.width * 0.25f;
float widthB = rect.width * 0.75f * 0.5f;
float widthC = rect.width * 0.75f * 0.5f;
EditorGUI.LabelField(new Rect(rect.x+ 12, rect.y, widthA, EditorGUIUtility.singleLineHeight), "Key");
EditorGUI.LabelField(new Rect(rect.x + widthA + 12, rect.y, widthB, EditorGUIUtility.singleLineHeight), "Object");
EditorGUI.LabelField(new Rect(rect.x + widthA + widthB + 6, rect.y, widthC, EditorGUIUtility.singleLineHeight), "Component");
};
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField(allLuaEnvironmentsProp);
if (!allLuaEnvironmentsProp.boolValue)
{
EditorGUILayout.PropertyField(luaEnvironmentProp);
}
EditorGUILayout.PropertyField(tableNameProp);
EditorGUILayout.PropertyField(registerTypesProp);
EditorGUILayout.LabelField("Object Bindings");
boundObjectsList.DoLayoutList();
EditorGUILayout.Space();
ShowBindingMemberInfo();
// Update the bound types on every tick to make sure they're up to date.
// This could be a bit heavy on performance if the bound object list is long, but
// I couldn't get it to work reliably by only updating when the list has changed.
// This only happens when inspecting a Fungus Bindings component so I think it'll be ok.
PopulateBoundTypes(target as LuaBindings, serializedObject);
serializedObject.ApplyModifiedProperties();
}
protected virtual void ShowBindingMemberInfo()
{
List<string> items = new List<string>();
items.Add("<Select a binding member>");
List<string> details = new List<string>();
details.Add("");
LuaBindings luaBindings = target as LuaBindings;
foreach (BoundObject boundObject in luaBindings.BoundObjects)
{
UnityEngine.Object inspectObject = boundObject.obj;
if (boundObject.component != null)
{
inspectObject = boundObject.component;
}
// Ignore empty entries
if (inspectObject == null ||
boundObject.key.Length == 0)
{
continue;
}
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BindingFlags flags = BindingFlags.Instance | BindingFlags.Static | BindingFlags.Public;
if (!showInheritedProp.boolValue)
{
flags |= BindingFlags.DeclaredOnly;
}
// Show info for fields and properties
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MemberInfo[] memberInfos = inspectObject.GetType().GetMembers(flags);
foreach (MemberInfo memberInfo in memberInfos)
{
if (memberInfo.MemberType != MemberTypes.Field &&
memberInfo.MemberType != MemberTypes.Property)
{
continue;
}
string item = boundObject.key + "/" + memberInfo.Name;
items.Add(item);
string detail = "";
detail += "Binding Key: " + boundObject.key + "\n";
detail += "Bound Object: " + boundObject.obj.name + "\n";
if (boundObject.component != null)
{
detail += "Bound Component: " + boundObject.component.GetType() + "\n";
}
if (memberInfo.MemberType == MemberTypes.Field)
{
detail += "Field Name: " + memberInfo.Name + "\n";
detail += "Field Type: " + (memberInfo as FieldInfo).FieldType;
}
else if (memberInfo.MemberType == MemberTypes.Property)
{
detail += "Property Name: " + memberInfo.Name + "\n";
detail += "Property Type: " + (memberInfo as PropertyInfo).PropertyType;
}
details.Add(detail);
}
// Show info for methods
foreach (MemberInfo memberInfo in memberInfos)
{
if (memberInfo.MemberType != MemberTypes.Method)
{
continue;
}
MethodInfo methodInfo = memberInfo as MethodInfo;
if (methodInfo.IsGenericMethod)
{
continue;
}
// Build list of parameters
string param = "";
foreach (ParameterInfo pi in methodInfo.GetParameters() )
{
if (param == "")
{
param += pi.Name;
}
else
{
param += ", " + pi.Name;
}
}
param = "(" + param + ")";
string item = boundObject.key + "/" + methodInfo.Name + param;
items.Add(item);
string detail = "";
detail += "Binding Key: " + boundObject.key + "\n";
detail += "Bound Object: " + boundObject.obj.name + "\n";
if (boundObject.component != null)
{
detail += "Bound Component: " + boundObject.component.GetType() + "\n";
}
detail += "Method Name: " + methodInfo.Name + "\n";
foreach (ParameterInfo pi in methodInfo.GetParameters() )
{
detail += "Parameter: " + pi.Name + " (" + pi.ParameterType.ToString() + ")\n";
}
detail += "Return Type : " + methodInfo.ReturnType.ToString();
details.Add(detail);
}
}
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel(new GUIContent("Member Info", "Display member info for the selected binding"));
GUILayout.FlexibleSpace();
// Display the popup list of bound members
int selectedIndex = EditorGUILayout.Popup(0, items.ToArray());
if (selectedIndex > 0)
{
bindingHelpItem = items[selectedIndex].Replace("/", ".");
bindingHelpDetail = details[selectedIndex];
}
EditorGUILayout.EndHorizontal();
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EditorGUILayout.PropertyField(showInheritedProp);
// Show help info for currently selected item
if (bindingHelpItem != "")
{
EditorGUILayout.HelpBox(bindingHelpDetail, MessageType.Info);
EditorGUILayout.PrefixLabel(new GUIContent("Lua Usage", "A copyable example of how this item could be used in a Lua script."));
GUIStyle textAreaStyle = EditorStyles.textField;
textAreaStyle.wordWrap = true;
EditorGUILayout.TextArea(bindingHelpItem, textAreaStyle, GUILayout.MinHeight(EditorGUIUtility.singleLineHeight * 3));
}
}
/// <summary>
/// Returns a new binding key that is guaranteed to be a valid Lua variable name and
/// not to clash with any existing binding in the list.
/// </summary>
protected virtual string GetUniqueKey(LuaBindings luaBindings, string originalKey, int ignoreIndex = -1)
{
string baseKey = originalKey;
// Only letters and digits allowed
char[] arr = baseKey.Where(c => (char.IsLetterOrDigit(c) || c == '_')).ToArray();
baseKey = new string(arr);
// No leading digits allowed
baseKey = baseKey.TrimStart('0','1','2','3','4','5','6','7','8','9');
// No empty keys allowed
if (baseKey.Length == 0)
{
baseKey = "object";
}
// Build a hash of all keys currently in use
HashSet<string> keyhash = new HashSet<string>();
for (int i = 0; i < luaBindings.BoundObjects.Count; ++i)
{
if (i == ignoreIndex)
{
continue;
}
keyhash.Add(luaBindings.BoundObjects[i].key);
}
// Append a suffix to make the key unique
string key = baseKey;
int suffix = 0;
while (keyhash.Contains(key))
{
suffix++;
key = baseKey + suffix;
}
return key;
}
[DidReloadScripts()]
protected static void DidReloadScripts()
{
LuaBindings[] luaBindingsList = GameObject.FindObjectsOfType<LuaBindings>();
foreach (LuaBindings luaBindings in luaBindingsList)
{
SerializedObject so = new SerializedObject(luaBindings);
so.Update();
PopulateBoundTypes(luaBindings, so);
so.ApplyModifiedProperties();
}
}
/// <summary>
/// Update the list of bound types on the LuaBindings object.
/// </summary>
protected static void PopulateBoundTypes(LuaBindings luaBindings, SerializedObject so)
{
// Use a temp HashSet to store the list of types.
// The final list is stored as a list of type strings.
HashSet<System.Type> typeSet = new HashSet<System.Type>();
foreach (BoundObject boundObject in luaBindings.BoundObjects)
{
if (boundObject.obj == null)
{
continue;
}
AddAllSubTypes(typeSet, boundObject.obj.GetType());
if (boundObject.component != null)
{
AddAllSubTypes(typeSet, boundObject.component.GetType());
}
}
// Store the final list of types in the luaBindings object
SerializedProperty boundTypesProp = so.FindProperty("boundTypes");
boundTypesProp.ClearArray();
int index = 0;
foreach (System.Type t in typeSet)
{
boundTypesProp.InsertArrayElementAtIndex(index);
SerializedProperty element = boundTypesProp.GetArrayElementAtIndex(index);
element.stringValue = t.AssemblyQualifiedName;
index++;
}
}
/// <summary>
/// Adds the type to the set of types, and then uses reflection to add
/// all public fields, properties and methods to the set of types.
/// </summary>
protected static void AddAllSubTypes(HashSet<System.Type> typeSet, System.Type t)
{
AddSubType(typeSet, t);
MemberInfo[] memberInfos = t.GetMembers(BindingFlags.Instance | BindingFlags.Static | BindingFlags.Public | BindingFlags.DeclaredOnly);
foreach (MemberInfo memberInfo in memberInfos)
{
if (memberInfo.MemberType == MemberTypes.Field)
{
FieldInfo fieldInfo = memberInfo as FieldInfo;
AddSubType(typeSet, fieldInfo.FieldType);
}
else if (memberInfo.MemberType == MemberTypes.Property)
{
PropertyInfo propertyInfo = memberInfo as PropertyInfo;
AddSubType(typeSet, propertyInfo.PropertyType);
}
else if (memberInfo.MemberType == MemberTypes.Method)
{
MethodInfo methodInfo = memberInfo as MethodInfo;
if (methodInfo.IsGenericMethod)
{
continue;
}
if (methodInfo.ReturnType != typeof(void))
{
AddSubType(typeSet, methodInfo.ReturnType);
}
foreach (ParameterInfo pi in methodInfo.GetParameters() )
{
AddSubType(typeSet, pi.ParameterType);
}
}
}
}
/// <summary>
/// Adds a single type to the type set.
/// IEnumerable and IEnumerator types are handled specially.
/// </summary>
protected static void AddSubType(HashSet<System.Type> typeSet, System.Type t)
{
// MoonSharp handles IEnumerator and IEnumerable types automatically, so just
// register the generic type used.
if (typeof(IEnumerable).IsAssignableFrom(t) ||
typeof(IEnumerator).IsAssignableFrom(t))
{
System.Type[] genericArguments = t.GetGenericArguments();
if (genericArguments.Count() == 1)
{
System.Type containedType = genericArguments[0];
// The generic type could itself be an IEnumerator or IEnumerable, so
// recursively check for this case.
AddSubType(typeSet, containedType);
}
}
else if (t != typeof(System.Object))
{
// Non-IEnumerable/IEnumerator types will be registered.
typeSet.Add(t);
}
}
}
}