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 UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
using System.Diagnostics;
using System.Linq;
using MoonSharp.Interpreter;
using MoonSharp.Interpreter.Loaders;
using MoonSharp.RemoteDebugger;
namespace Fungus
{
/// <summary>
/// Wrapper for a MoonSharp Lua Script instance.
/// </summary>
public class LuaEnvironment : MonoBehaviour, ILuaEnvironment
{
/// <summary>
/// Helper class used to extend the initialization behavior of LuaEnvironment.
/// </summary>
public abstract class Initializer : MonoBehaviour
{
/// <summary>
/// Called when the LuaEnvironment is initializing.
/// </summary>
public abstract void Initialize();
/// <summary>
/// Applies transformations to the input script prior to execution.
/// </summary>
public abstract string PreprocessScript(string input);
}
/// <summary>
/// Custom file loader for MoonSharp that loads in all Lua scripts in the project.
/// Scripts must be placed in a Resources/Lua directory.
/// </summary>
protected class LuaScriptLoader : ScriptLoaderBase
{
// Give the script loader access to the list of accessible Lua Modules.
private IEnumerable<TextAsset> luaScripts;
public LuaScriptLoader(IEnumerable<TextAsset> luaScripts)
{
this.luaScripts = luaScripts;
}
/// <summary>
// Bypasses the standard path resolution logic for require.
/// </summary>
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;
}
}
/// <summary>
/// Returns the first Lua Environment found in the scene, or creates one if none exists.
/// This is a slow operation, call it once at startup and cache the returned value.
/// </summary>
public static ILuaEnvironment GetLua()
{
ILuaEnvironment luaEnv = GameObject.FindObjectOfType<LuaEnvironment>();
if (luaEnv == null)
{
GameObject prefab = Resources.Load<GameObject>("Prefabs/LuaEnvironment");
if (prefab != null)
{
GameObject go = Instantiate(prefab) as GameObject;
go.name = "LuaEnvironment";
luaEnv = go.GetComponent<ILuaEnvironment>();
}
}
return luaEnv;
}
protected Script interpreter;
/// <summary>
/// Launches the remote Lua debugger in your browser and breaks execution at the first executed Lua command.
/// </summary>
[Tooltip("Launches the remote Lua debugger in your browser and breaks execution at the first executed Lua command. Standalone platform only.")]
[SerializeField] protected bool remoteDebugger = false;
/// <summary>
/// Instance of remote debugging service when debugging option is enabled.
/// </summary>
protected RemoteDebuggerService remoteDebuggerService;
/// <summary>
/// Flag used to avoid startup dependency issues.
/// </summary>
protected bool initialised = false;
protected virtual void Start()
{
InitEnvironment();
}
/// <summary>
/// Register all Lua files in the project so they can be accessed at runtime.
/// </summary>
protected virtual void InitLuaScriptFiles()
{
object[] result = Resources.LoadAll("Lua", typeof(TextAsset));
interpreter.Options.ScriptLoader = new LuaScriptLoader(result.OfType<TextAsset>());
}
/// <summary>
/// Register a type given it's assembly qualified name.
/// </summary>
public static void RegisterType(string typeName, bool extensionType = false)
{
System.Type t = System.Type.GetType(typeName);
if (t == null)
{
UnityEngine.Debug.LogWarning("Type not found: " + typeName);
return;
}
// Registering System.Object breaks MoonSharp's automated conversion of Lists and Dictionaries to Lua tables.
if (t == typeof(System.Object))
{
return;
}
if (!UserData.IsTypeRegistered(t))
{
try
{
if (extensionType)
{
UserData.RegisterExtensionType(t);
}
else
{
UserData.RegisterType(t);
}
}
catch (ArgumentException ex)
{
UnityEngine.Debug.LogWarning(ex.Message);
}
}
}
/// <summary>
/// A Unity coroutine method which updates a Lua coroutine each frame.
/// <param name="closure">A MoonSharp closure object representing a function.</param>
/// <param name="onComplete">A delegate method that is called when the coroutine completes. Includes return parameter.</param>
/// </summary>
protected virtual IEnumerator RunLuaCoroutine(Closure closure, Action<DynValue> onComplete = null)
{
DynValue co = interpreter.CreateCoroutine(closure);
DynValue returnValue = null;
while (co.Coroutine.State != CoroutineState.Dead)
{
try
{
returnValue = co.Coroutine.Resume();
}
catch (InterpreterException ex)
{
LogException(ex.DecoratedMessage, GetSourceCode());
}
yield return null;
}
if (onComplete != null)
{
onComplete(returnValue);
}
}
protected virtual string GetSourceCode()
{
// Get most recently executed source code
string sourceCode = "";
if (interpreter.SourceCodeCount > 0)
{
MoonSharp.Interpreter.Debugging.SourceCode sc = interpreter.GetSourceCode(interpreter.SourceCodeCount - 1);
if (sc != null)
{
sourceCode = sc.Code;
}
}
return sourceCode;
}
/// <summary>
/// Start a Unity coroutine from a Lua call.
/// </summary>
public virtual Task RunUnityCoroutine(IEnumerator coroutine)
{
if (coroutine == null)
{
return null;
}
// We use the Task class so we can poll the coroutine to check if it has finished.
// Standard Unity coroutines don't support this check.
return new Task(RunUnityCoroutineImpl(coroutine));
}
/// <summary>
/// Starts a standard Unity coroutine.
/// The coroutine is managed by the LuaEnvironment monobehavior, so you can call StopAllCoroutines to
/// stop all active coroutines later.
/// </summary>
protected virtual IEnumerator RunUnityCoroutineImpl(IEnumerator coroutine)
{
if (coroutine == null)
{
UnityEngine.Debug.LogWarning("Coroutine must not be null");
yield break;
}
yield return StartCoroutine(coroutine);
}
protected virtual void ActivateRemoteDebugger(Script script)
{
#if UNITY_STANDALONE
if (remoteDebuggerService == null)
{
remoteDebuggerService = new RemoteDebuggerService();
// the last boolean is to specify if the script is free to run
// after attachment, defaults to false
remoteDebuggerService.Attach(script, gameObject.name, false);
}
// start the web-browser at the correct url. Replace this or just
// pass the url to the user in some way.
Process.Start(remoteDebuggerService.HttpUrlStringLocalHost);
#endif
}
/// <summary>
/// Writes a MoonSharp exception to the debug log in a helpful format.
/// </summary>
/// <param name="decoratedMessage">Decorated message from a MoonSharp exception</param>
/// <param name="debugInfo">Debug info, usually the Lua script that was running.</param>
protected static void LogException(string decoratedMessage, string debugInfo)
{
string output = decoratedMessage + "\n";
char[] separators = { '\r', '\n' };
string[] lines = debugInfo.Split(separators, StringSplitOptions.None);
// Show line numbers for script listing
int count = 1;
foreach (string line in lines)
{
output += count.ToString() + ": " + line + "\n";
count++;
}
UnityEngine.Debug.LogError(output);
}
#region ILuaEnvironment implementation
public virtual void InitEnvironment()
{
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);
// Load all Lua scripts in the project
InitLuaScriptFiles();
// Initialize any attached initializer components (e.g. LuaUtils)
Initializer[] initializers = GetComponents<Initializer>();
foreach (Initializer initializer in initializers)
{
initializer.Initialize();
}
if (remoteDebugger)
{
ActivateRemoteDebugger(interpreter);
}
initialised = true;
}
public virtual Script Interpreter { get { return interpreter; } }
public virtual Closure LoadLuaFunction(string luaString, string friendlyName)
{
InitEnvironment();
string processedString;
Initializer initializer = GetComponent<Initializer>();
if (initializer != null)
{
processedString = initializer.PreprocessScript(luaString);
}
else
{
processedString = luaString;
}
// Load the Lua script
DynValue res = null;
try
{
res = interpreter.LoadString(processedString, null, friendlyName);
}
catch (InterpreterException ex)
{
LogException(ex.DecoratedMessage, luaString);
}
if (res == null ||
res.Type != DataType.Function)
{
UnityEngine.Debug.LogError("Failed to create Lua function from Lua string");
return null;
}
return res.Function;
}
public virtual void RunLuaFunction(Closure fn, bool runAsCoroutine, Action<DynValue> onComplete = null)
{
if (fn == null)
{
if (onComplete != null)
{
onComplete(null);
}
return;
}
// Execute the Lua script
if (runAsCoroutine)
{
StartCoroutine(RunLuaCoroutine(fn, onComplete));
}
else
{
DynValue returnValue = null;
try
{
returnValue = fn.Call();
}
catch (InterpreterException ex)
{
LogException(ex.DecoratedMessage, GetSourceCode());
}
if (onComplete != null)
{
onComplete(returnValue);
}
}
}
public virtual void DoLuaString(string luaString, string friendlyName, bool runAsCoroutine, Action<DynValue> onComplete = null)
{
Closure fn = LoadLuaFunction(luaString, friendlyName);
RunLuaFunction(fn, runAsCoroutine, onComplete);
}
#endregion
}
}