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