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382 lines
13 KiB
382 lines
13 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 UnityEngine; |
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using System.Collections; |
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using System; |
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using System.Linq; |
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using MoonSharp.Interpreter; |
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using MoonSharp.VsCodeDebugger; |
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namespace Fungus |
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{ |
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/// <summary> |
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/// Wrapper for a MoonSharp Lua Script instance. |
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/// A debug server is started automatically when running in the Unity Editor. Use VS Code to debug Lua scripts. |
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/// </summary> |
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public class LuaEnvironment : MonoBehaviour |
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{ |
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[Tooltip("Start a Lua debug server on scene start.")] |
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[SerializeField] protected bool startDebugServer = true; |
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[Tooltip("Port to use for the Lua debug server.")] |
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[SerializeField] protected int debugServerPort = 41912; |
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/// <summary> |
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/// The MoonSharp interpreter instance. |
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/// </summary> |
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protected Script interpreter; |
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/// <summary> |
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/// Flag used to avoid startup dependency issues. |
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/// </summary> |
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protected bool initialised = false; |
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protected virtual void Start() |
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{ |
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InitEnvironment(); |
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} |
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/// <summary> |
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/// Detach the MoonSharp script from the debugger. |
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/// </summary> |
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protected virtual void OnDestroy() |
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{ |
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if (DebugServer != null) |
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{ |
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DebugServer.Detach(interpreter); |
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} |
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} |
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/// <summary> |
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/// Register all Lua files in the project so they can be accessed at runtime. |
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/// </summary> |
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protected virtual void InitLuaScriptFiles() |
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{ |
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object[] result = Resources.LoadAll("Lua", typeof(TextAsset)); |
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interpreter.Options.ScriptLoader = new LuaScriptLoader(result.OfType<TextAsset>()); |
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} |
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/// <summary> |
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/// A Unity coroutine method which updates a Lua coroutine each frame. |
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/// <param name="closure">A MoonSharp closure object representing a function.</param> |
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/// <param name="onComplete">A delegate method that is called when the coroutine completes. Includes return parameter.</param> |
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/// </summary> |
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protected virtual IEnumerator RunLuaCoroutine(Closure closure, Action<DynValue> onComplete = null) |
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{ |
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DynValue co = interpreter.CreateCoroutine(closure); |
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DynValue returnValue = null; |
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while (co.Coroutine.State != CoroutineState.Dead) |
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{ |
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try |
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{ |
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returnValue = co.Coroutine.Resume(); |
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} |
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catch (InterpreterException ex) |
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{ |
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LogException(ex.DecoratedMessage, GetSourceCode()); |
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} |
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yield return null; |
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} |
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if (onComplete != null) |
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{ |
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onComplete(returnValue); |
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} |
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} |
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protected virtual string GetSourceCode() |
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{ |
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// Get most recently executed source code |
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string sourceCode = ""; |
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if (interpreter.SourceCodeCount > 0) |
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{ |
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MoonSharp.Interpreter.Debugging.SourceCode sc = interpreter.GetSourceCode(interpreter.SourceCodeCount - 1); |
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if (sc != null) |
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{ |
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sourceCode = sc.Code; |
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} |
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} |
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return sourceCode; |
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} |
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/// <summary> |
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/// Starts a standard Unity coroutine. |
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/// The coroutine is managed by the LuaEnvironment monobehavior, so you can call StopAllCoroutines to |
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/// stop all active coroutines later. |
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/// </summary> |
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protected virtual IEnumerator RunUnityCoroutineImpl(IEnumerator coroutine) |
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{ |
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if (coroutine == null) |
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{ |
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UnityEngine.Debug.LogWarning("Coroutine must not be null"); |
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yield break; |
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} |
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yield return StartCoroutine(coroutine); |
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} |
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/// <summary> |
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/// Writes a MoonSharp exception to the debug log in a helpful format. |
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/// </summary> |
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/// <param name="decoratedMessage">Decorated message from a MoonSharp exception</param> |
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/// <param name="debugInfo">Debug info, usually the Lua script that was running.</param> |
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protected static void LogException(string decoratedMessage, string debugInfo) |
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{ |
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string output = decoratedMessage + "\n"; |
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char[] separators = { '\r', '\n' }; |
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string[] lines = debugInfo.Split(separators, StringSplitOptions.None); |
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// Show line numbers for script listing |
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int count = 1; |
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foreach (string line in lines) |
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{ |
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output += count.ToString() + ": " + line + "\n"; |
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count++; |
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} |
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UnityEngine.Debug.LogError(output); |
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} |
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#region Public members |
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/// <summary> |
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/// Instance of VS Code debug server when debugging option is enabled. |
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/// </summary> |
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public static MoonSharpVsCodeDebugServer DebugServer { get; private set; } |
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/// <summary> |
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/// Returns the first Lua Environment found in the scene, or creates one if none exists. |
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/// This is a slow operation, call it once at startup and cache the returned value. |
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/// </summary> |
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public static LuaEnvironment GetLua() |
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{ |
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var luaEnv = GameObject.FindObjectOfType<LuaEnvironment>(); |
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if (luaEnv == null) |
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{ |
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GameObject prefab = Resources.Load<GameObject>("Prefabs/LuaEnvironment"); |
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if (prefab != null) |
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{ |
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GameObject go = Instantiate(prefab) as GameObject; |
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go.name = "LuaEnvironment"; |
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luaEnv = go.GetComponent<LuaEnvironment>(); |
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} |
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} |
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return luaEnv; |
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} |
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/// <summary> |
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/// Register a type given it's assembly qualified name. |
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/// </summary> |
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public static void RegisterType(string typeName, bool extensionType = false) |
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{ |
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System.Type t = null; |
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try |
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{ |
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t = System.Type.GetType(typeName); |
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} |
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catch |
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{} |
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if (t == null) |
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{ |
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UnityEngine.Debug.LogWarning("Type not found: " + typeName); |
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return; |
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} |
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// Registering System.Object breaks MoonSharp's automated conversion of Lists and Dictionaries to Lua tables. |
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if (t == typeof(System.Object)) |
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{ |
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return; |
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} |
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if (!UserData.IsTypeRegistered(t)) |
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{ |
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try |
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{ |
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if (extensionType) |
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{ |
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UserData.RegisterExtensionType(t); |
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} |
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else |
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{ |
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UserData.RegisterType(t); |
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} |
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} |
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catch (ArgumentException ex) |
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{ |
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UnityEngine.Debug.LogWarning(ex.Message); |
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} |
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} |
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} |
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/// <summary> |
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/// Start a Unity coroutine from a Lua call. |
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/// </summary> |
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public virtual Task RunUnityCoroutine(IEnumerator coroutine) |
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{ |
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if (coroutine == null) |
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{ |
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return null; |
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} |
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// We use the Task class so we can poll the coroutine to check if it has finished. |
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// Standard Unity coroutines don't support this check. |
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return new Task(RunUnityCoroutineImpl(coroutine)); |
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} |
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/// <summary> |
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/// Initialise the Lua interpreter so we can start running Lua code. |
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/// </summary> |
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public virtual void InitEnvironment() |
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{ |
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if (initialised) |
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{ |
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return; |
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} |
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Script.DefaultOptions.DebugPrint = (s) => { UnityEngine.Debug.Log(s); }; |
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// In some use cases (e.g. downloadable Lua files) some Lua modules can pose a potential security risk. |
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// You can restrict which core lua modules are available here if needed. See the MoonSharp documentation for details. |
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interpreter = new Script(CoreModules.Preset_Complete); |
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// Load all Lua scripts in the project |
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InitLuaScriptFiles(); |
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// Initialize any attached initializer components (e.g. LuaUtils) |
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LuaEnvironmentInitializer[] initializers = GetComponents<LuaEnvironmentInitializer>(); |
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foreach (LuaEnvironmentInitializer initializer in initializers) |
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{ |
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initializer.Initialize(); |
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} |
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// |
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// Change this to #if UNITY_STANDALONE if you want to debug a standalone build. |
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// |
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#if UNITY_EDITOR |
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if (startDebugServer && |
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DebugServer == null) |
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{ |
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// Create the debugger server |
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DebugServer = new MoonSharpVsCodeDebugServer(debugServerPort); |
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// Start the debugger server |
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DebugServer.Start(); |
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// Attach the MoonSharp script to the debugger |
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DebugServer.AttachToScript(interpreter, gameObject.name); |
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} |
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#endif |
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initialised = true; |
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} |
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/// <summary> |
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/// The MoonSharp interpreter instance used to run Lua code. |
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/// </summary> |
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public virtual Script Interpreter { get { return interpreter; } } |
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/// <summary> |
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/// Loads and compiles a string containing Lua script, returning a closure (Lua function) which can be executed later. |
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/// <param name="luaString">The Lua code to be run.</param> |
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/// <param name="friendlyName">A descriptive name to be used in error reports.</param> |
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/// </summary> |
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public virtual Closure LoadLuaFunction(string luaString, string friendlyName) |
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{ |
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InitEnvironment(); |
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string processedString; |
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var initializer = GetComponent<LuaEnvironmentInitializer>(); |
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if (initializer != null) |
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{ |
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processedString = initializer.PreprocessScript(luaString); |
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} |
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else |
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{ |
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processedString = luaString; |
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} |
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// Load the Lua script |
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DynValue res = null; |
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try |
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{ |
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res = interpreter.LoadString(processedString, null, friendlyName); |
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} |
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catch (InterpreterException ex) |
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{ |
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LogException(ex.DecoratedMessage, luaString); |
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} |
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if (res == null || |
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res.Type != DataType.Function) |
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{ |
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UnityEngine.Debug.LogError("Failed to create Lua function from Lua string"); |
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return null; |
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} |
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return res.Function; |
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} |
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/// <summary> |
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/// Load and run a previously compiled Lua script. May be run as a coroutine. |
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/// <param name="fn">A previously compiled Lua function.</param> |
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/// <param name="runAsCoroutine">Run the Lua code as a coroutine to support asynchronous operations.</param> |
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/// <param name="onComplete">Method to callback when the Lua code finishes exection. Supports return parameters.</param> |
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/// </summary> |
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public virtual void RunLuaFunction(Closure fn, bool runAsCoroutine, Action<DynValue> onComplete = null) |
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{ |
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if (fn == null) |
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{ |
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if (onComplete != null) |
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{ |
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onComplete(null); |
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} |
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return; |
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} |
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// Execute the Lua script |
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if (runAsCoroutine) |
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{ |
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StartCoroutine(RunLuaCoroutine(fn, onComplete)); |
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} |
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else |
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{ |
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DynValue returnValue = null; |
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try |
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{ |
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returnValue = fn.Call(); |
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} |
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catch (InterpreterException ex) |
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{ |
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LogException(ex.DecoratedMessage, GetSourceCode()); |
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} |
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if (onComplete != null) |
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{ |
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onComplete(returnValue); |
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} |
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} |
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} |
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/// <summary> |
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/// Load and run a string containing Lua script. May be run as a coroutine. |
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/// <param name="luaString">The Lua code to be run.</param> |
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/// <param name="friendlyName">A descriptive name to be used in error reports.</param> |
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/// <param name="runAsCoroutine">Run the Lua code as a coroutine to support asynchronous operations.</param> |
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/// <param name="onComplete">Method to callback when the Lua code finishes exection. Supports return parameters.</param> |
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/// </summary> |
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public virtual void DoLuaString(string luaString, string friendlyName, bool runAsCoroutine, Action<DynValue> onComplete = null) |
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{ |
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Closure fn = LoadLuaFunction(luaString, friendlyName); |
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RunLuaFunction(fn, runAsCoroutine, onComplete); |
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} |
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#endregion |
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} |
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} |