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