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.Generic;
using System.Linq;
using System.Text;
namespace Fungus
{
/// <summary>
/// Replaces special tokens in a string with substituted values (typically variables or localisation strings).
/// </summary>
public class StringSubstituter : IStringSubstituter
{
protected List<ISubstitutionHandler> substitutionHandlers = new List<ISubstitutionHandler>();
/// <summary>
/// The StringBuilder instance used to substitute strings optimally.
/// </summary>
protected StringBuilder stringBuilder;
protected int recursionDepth;
/// <summary>
/// Constructor which caches all components in the scene that implement ISubstitutionHandler.
/// <param name="recursionDepth">Number of levels of recursively embedded keys to resolve.</param>
/// </summary>
public StringSubstituter(int recursionDepth = 5)
{
stringBuilder = new StringBuilder(1024);
this.recursionDepth = recursionDepth;
}
#region IStringSubstituter implementation
public virtual StringBuilder _StringBuilder { get { return stringBuilder; } }
public virtual void CacheSubstitutionHandlers()
{
// Use reflection to find all components in the scene that implement ISubstitutionHandler
var types = this.GetType().Assembly.GetTypes().Where(type => type.IsClass &&
!type.IsAbstract &&
typeof(ISubstitutionHandler).IsAssignableFrom(type));
substitutionHandlers.Clear();
foreach (System.Type t in types)
{
Object[] objects = GameObject.FindObjectsOfType(t);
foreach (Object o in objects)
{
ISubstitutionHandler handler = o as ISubstitutionHandler;
if (handler != null)
{
substitutionHandlers.Add(handler);
}
}
}
}
public virtual string SubstituteStrings(string input)
{
stringBuilder.Length = 0;
stringBuilder.Append(input);
if (SubstituteStrings(stringBuilder))
{
return stringBuilder.ToString();
}
else
{
return input; // String wasn't modified
}
}
public virtual bool SubstituteStrings(StringBuilder input)
{
bool result = false;
// Perform the substitution multiple times to expand nested keys
int loopCount = 0; // Avoid infinite recursion loops
while (loopCount < recursionDepth)
{
bool modified = false;
foreach (ISubstitutionHandler handler in substitutionHandlers)
{
if (handler.SubstituteStrings(input))
{
modified = true;
result = true;
}
}
if (!modified)
{
break;
}
loopCount++;
}
return result;
}
#endregion
}
}