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128 lines
4.3 KiB
128 lines
4.3 KiB
/** |
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* 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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*/ |
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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.Text; |
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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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/// Modifies a StringBuilder so that tokens are 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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/// <returns>True if the input was modified</returns> |
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/// </summary> |
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bool SubstituteStrings(StringBuilder input); |
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} |
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protected List<ISubstitutionHandler> substitutionHandlers = new List<ISubstitutionHandler>(); |
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/** |
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* The StringBuilder instance used to substitute strings optimally. |
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* This property is public to support client code optimisations. |
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*/ |
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public StringBuilder stringBuilder; |
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private int recursionDepth; |
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/// <summary> |
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/// Constructor which caches all components in the scene that implement ISubstitutionHandler. |
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/// <param name="recursionDepth">Number of levels of recursively embedded keys to resolve.</param> |
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/// </summary> |
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public StringSubstituter(int recursionDepth = 5) |
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{ |
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CacheSubstitutionHandlers(); |
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stringBuilder = new StringBuilder(1024); |
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this.recursionDepth = recursionDepth; |
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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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stringBuilder.Length = 0; |
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stringBuilder.Append(input); |
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if (SubstituteStrings(stringBuilder)) |
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{ |
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return stringBuilder.ToString(); |
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} |
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else |
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{ |
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return input; // String wasn't modified |
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} |
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} |
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public virtual bool SubstituteStrings(StringBuilder input) |
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{ |
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bool result = false; |
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// Perform the substitution multiple times to expand nested keys |
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int loopCount = 0; // Avoid infinite recursion loops |
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while (loopCount < recursionDepth) |
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{ |
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bool modified = false; |
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foreach (ISubstitutionHandler handler in substitutionHandlers) |
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{ |
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if (handler.SubstituteStrings(input)) |
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{ |
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modified = true; |
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result = true; |
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} |
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} |
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if (!modified) |
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{ |
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break; |
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} |
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loopCount++; |
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} |
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return result; |
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} |
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} |
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} |