using UnityEngine; using System.Collections; using System.Collections.Generic; using System; using System.Linq; using System.Diagnostics; using System.Text.RegularExpressions; using MoonSharp.Interpreter; using MoonSharp.Interpreter.Interop; using MoonSharp.Interpreter.Loaders; using MoonSharp.RemoteDebugger; namespace Fungus { public class FungusScript : MonoBehaviour { /// /// Custom file loader for MoonSharp that loads in all Lua scripts in the project. /// Scripts must be placed in a Resources/Lua directory. /// protected class FungusScriptLoader : ScriptLoaderBase { // Give the script loader access to the list of accessible Lua Modules. private IEnumerable luaScripts; public FungusScriptLoader(IEnumerable luaScripts) { this.luaScripts = luaScripts; } /// // Bypasses the standard path resolution logic for require. /// protected override string ResolveModuleName(string modname, string[] paths) { return modname; } public override object LoadFile(string file, Table globalContext) { foreach (TextAsset luaScript in luaScripts) { // Case insensitive string compare to allow standard Lua naming conventions in code if (String.Compare(luaScript.name, file, true) == 0) { return luaScript.text; } } return ""; } public override bool ScriptFileExists(string name) { foreach (TextAsset luaScript in luaScripts) { // Case insensitive string compare to allow standard Lua naming conventions in code if (String.Compare(luaScript.name, name, true) == 0) { return true; } } return false; } } protected Script interpreter; /// /// Returns the MoonSharp interpreter instance used to run Lua code. /// public Script Interpreter { get { return interpreter; } } /// /// Launches the remote Lua debugger in your browser and breaks execution at the first executed Lua command. /// [Tooltip("Launches the remote Lua debugger in your browser and breaks execution at the first executed Lua command.")] public bool remoteDebugger = false; /// /// Lua script file which defines the global string table used for localisation. /// [Tooltip("Lua script file which defines the global string table used for localisation.")] public TextAsset stringTable; /// /// The currently selected language in the string table. Affects variable substitution. /// [Tooltip("The currently selected language in the string table. Affects variable substitution.")] public string activeLanguage = "en"; /// /// Time scale factor to apply when running Lua scripts. /// This allows pausing of a FungusScript by setting timescale to 0. /// Use the GetTime() and GetDeltaTime() functions to get scaled time values. /// If negative, then GetTime() and GetDeltaTime() return the same values as the standard Time class. /// [Tooltip("Time scale factor to apply when running Lua scripts. If negative then uses the same values as the standard Time class.")] public float timeScale = -1f; /// /// Instance of remote debugging service when debugging option is enabled. /// protected RemoteDebuggerService remoteDebuggerService; /// /// Flag used to avoid startup dependency issues. /// protected bool initialised = false; /// /// Cached referenence to the string table (if loaded). /// protected Table stringTableCached; protected virtual void Start() { InitInterpreter(); } /// /// Initialise the Lua interpreter so we can start running Lua code. /// public virtual void InitInterpreter() { if (initialised) { return; } Script.DefaultOptions.DebugPrint = (s) => { UnityEngine.Debug.Log(s); }; // In some use cases (e.g. downloadable Lua files) some Lua modules can pose a potential security risk. // You can restrict which core lua modules are available here if needed. // See the MoonSharp documentation for details. interpreter = new Script(CoreModules.Preset_Complete); RegisterLuaScriptFiles(); RegisterCLRTypes(); RegisterFungus(); RegisterCLRClassObjects(); RegisterBindings(); LoadStringTable(); if (remoteDebugger) { ActivateRemoteDebugger(interpreter); } initialised = true; } /// /// Register all Lua files in the project so they can be accessed at runtime. /// protected virtual void RegisterLuaScriptFiles() { object[] result = Resources.LoadAll("Lua", typeof(TextAsset)); interpreter.Options.ScriptLoader = new FungusScriptLoader(result.OfType()); } /// /// Registers a commonly used subset of Unity types for Lua interop. /// To register more types externally to this class, register them in the Awake method of any /// monobehavior in your scene. /// protected virtual void RegisterCLRTypes() { // Core types needed by FungusScript UserData.RegisterType(); UserData.RegisterType(); UserData.RegisterType(); UserData.RegisterType(); UserData.RegisterType(); UserData.RegisterType(); UserData.RegisterType(); // Monobehaviors and other Unity.Objects UserData.RegisterType(); UserData.RegisterType(); UserData.RegisterType(); UserData.RegisterType(); UserData.RegisterType(); UserData.RegisterType(); UserData.RegisterType(); UserData.RegisterType(); // Value types UserData.RegisterType(); UserData.RegisterType(); UserData.RegisterType(); UserData.RegisterType(); UserData.RegisterType(); UserData.RegisterType