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76 lines
2.1 KiB
76 lines
2.1 KiB
9 years ago
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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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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/// Returns a new string with tokens 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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/// </summary>
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string SubstituteStrings(string 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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/// Constructor which caches all components in the scene that implement ISubstitutionHandler.
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/// </summary>
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public StringSubstituter()
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{
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CacheSubstitutionHandlers();
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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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string newString = input;
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foreach (ISubstitutionHandler handler in substitutionHandlers)
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{
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newString = handler.SubstituteStrings(newString);
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}
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return newString;
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}
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}
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}
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