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.Linq;
using System.Text;
using System.Text.RegularExpressions;
using MoonSharp.Interpreter;
namespace Fungus
{
/// <summary>
/// Options for using the Lua FungusModule.
/// </summary>
public enum FungusModuleOptions
{
UseGlobalVariables, // Fungus helper items will be available as global variables.
UseFungusVariable, // Fungus helper items will be available in the 'fungus' global variable.
NoFungusModule // The fungus helper module will not be loaded.
}
/// <summary>
/// A collection of utilites to use in Lua for common Unity / Fungus tasks.
/// </summary>
public class LuaUtils : LuaEnvironmentInitializer, ISubstitutionHandler
{
[Tooltip("Controls if the fungus utilities are accessed from globals (e.g. say) or via a fungus variable (e.g. fungus.say). You can also choose to disable loading the fungus module if it's not required by your script.")]
[SerializeField] protected FungusModuleOptions fungusModule = FungusModuleOptions.UseGlobalVariables;
[Tooltip("The currently selected language in the string table. Affects variable substitution.")]
[SerializeField] protected string activeLanguage = "en";
/// <summary>
/// Lua script file which defines the global string table used for localisation.
/// </summary>
[HideInInspector]
[Tooltip("List of JSON text files which contain localized strings. These strings are added to the 'stringTable' table in the Lua environment at startup.")]
[SerializeField] protected List<TextAsset> stringTables = new List<TextAsset>();
/// <summary>
/// JSON text files listing the c# types that can be accessed from Lua.
/// </summary>
[HideInInspector]
[Tooltip("JSON text files listing the c# types that can be accessed from Lua.")]
[SerializeField] protected List<TextAsset> registerTypes = new List<TextAsset>();
/// <summary>
/// Flag used to avoid startup dependency issues.
/// </summary>
protected bool initialised = false;
/// <summary>
/// Cached reference to the string table (if loaded).
/// </summary>
protected Table stringTable;
/// <summary>
/// Cached reference to the Lua Environment component.
/// </summary>
protected LuaEnvironment luaEnvironment { get; set; }
protected StringSubstituter stringSubstituter;
#if !FUNGUSLUA_STANDALONE
protected ConversationManager conversationManager;
#endif
protected virtual void OnEnable()
{
StringSubstituter.RegisterHandler(this);
}
protected virtual void OnDisable()
{
StringSubstituter.UnregisterHandler(this);
}
/// <summary>
/// Registers all listed c# types for interop with Lua.
/// You can also register types directly in the Awake method of any
/// monobehavior in your scene using UserData.RegisterType().
/// </summary>
protected virtual void InitTypes()
{
// Always register these FungusLua utilities
LuaEnvironment.RegisterType("Fungus.PODTypeFactory");
LuaEnvironment.RegisterType("Fungus.FungusPrefs");
foreach (TextAsset textFile in registerTypes)
{
if (textFile == null)
{
continue;
}
// Parse JSON file
JSONObject jsonObject = new JSONObject(textFile.text);
if (jsonObject == null ||
jsonObject.type != JSONObject.Type.OBJECT)
{
UnityEngine.Debug.LogError("Error parsing JSON file " + textFile.name);
continue;
}
// Register types with MoonSharp
JSONObject registerTypesArray = jsonObject.GetField("registerTypes");
if (registerTypesArray != null &&
registerTypesArray.type == JSONObject.Type.ARRAY)
{
foreach (JSONObject entry in registerTypesArray.list)
{
if (entry != null &&
entry.type == JSONObject.Type.STRING)
{
string typeName = entry.str.Trim();
if (Type.GetType(typeName) == null)
{
continue;
}
LuaEnvironment.RegisterType(typeName);
}
}
}
// Register extension types with MoonSharp
JSONObject extensionTypesArray = jsonObject.GetField("extensionTypes");
if (extensionTypesArray != null &&
extensionTypesArray.type == JSONObject.Type.ARRAY)
{
foreach (JSONObject entry in extensionTypesArray.list)
{
if (entry != null &&
entry.type == JSONObject.Type.STRING)
{
string typeName = entry.str.Trim();
if (Type.GetType(typeName) == null)
{
continue;
}
LuaEnvironment.RegisterType(typeName, true);
}
}
}
}
}
/// <summary>
/// Binds all gameobjects and components defined in LuaBindings components to LuaEnvironments.
/// </summary>
protected virtual void InitBindings()
{
LuaBindingsBase[] bindings = GameObject.FindObjectsOfType<LuaBindingsBase>();
foreach (LuaBindingsBase binding in bindings)
{
binding.AddBindings(luaEnvironment);
}
}
/// <summary>
/// Register some commonly used Unity classes and objects for Lua interop.
/// To register more class objects externally to this class, register them in the Awake method of any
/// monobehavior in your scene.
/// </summary>
protected virtual void InitFungusModule()
{
if (fungusModule == FungusModuleOptions.NoFungusModule)
{
return;
}
MoonSharp.Interpreter.Script interpreter = luaEnvironment.Interpreter;
// Require the Fungus module and assign it to the global 'fungus'
Table fungusTable = null;
MoonSharp.Interpreter.DynValue value = interpreter.RequireModule("fungus");
if (value != null &&
value.Type == DataType.Function)
{
fungusTable = value.Function.Call().Table;
}
if (fungusTable == null)
{
UnityEngine.Debug.LogError("Failed to create Fungus table");
return;
}
interpreter.Globals["fungus"] = fungusTable;
// Static classes
fungusTable["time"] = UserData.CreateStatic(typeof(Time));
fungusTable["playerprefs"] = UserData.CreateStatic(typeof(PlayerPrefs));
fungusTable["prefs"] = UserData.CreateStatic(typeof(FungusPrefs));
fungusTable["factory"] = UserData.CreateStatic(typeof(PODTypeFactory));
// Lua Environment and Lua Utils components
fungusTable["luaenvironment"] = luaEnvironment;
fungusTable["luautils"] = this;
// Provide access to the Unity Test Tools (if available).
Type testType = Type.GetType("IntegrationTest");
if (testType != null)
{
UserData.RegisterType(testType);
fungusTable["test"] = UserData.CreateStatic(testType);
}
// Populate the string table by parsing the string table JSON files
stringTable = new Table(interpreter);
fungusTable["stringtable"] = stringTable;
foreach (TextAsset stringFile in stringTables)
{
if (stringFile.text == "")
{
continue;
}
JSONObject stringsJSON = new JSONObject(stringFile.text);
if (stringsJSON == null ||
stringsJSON.type != JSONObject.Type.OBJECT)
{
UnityEngine.Debug.LogError("String table JSON format is not correct " + stringFile.name);
continue;
}
foreach (string stringKey in stringsJSON.keys)
{
if (stringKey == "")
{
UnityEngine.Debug.LogError("String table JSON format is not correct " + stringFile.name);
continue;
}
Table entriesTable = new Table(interpreter);
stringTable[stringKey] = entriesTable;
JSONObject entries = stringsJSON.GetField(stringKey);
if (entries.type != JSONObject.Type.OBJECT)
{
UnityEngine.Debug.LogError("String table JSON format is not correct " + stringFile.name);
continue;
}
foreach (string language in entries.keys)
{
string translation = entries.GetField(language).str;
entriesTable[language] = translation;
}
}
}
stringSubstituter = new StringSubstituter();
#if !FUNGUSLUA_STANDALONE
conversationManager = new ConversationManager();
conversationManager.PopulateCharacterCache();
#endif
if (fungusModule == FungusModuleOptions.UseGlobalVariables)
{
// Copy all items from the Fungus table to global variables
foreach (TablePair p in fungusTable.Pairs)
{
if (interpreter.Globals.Keys.Contains(p.Key))
{
UnityEngine.Debug.LogError("Lua globals already contains a variable " + p.Key);
}
else
{
interpreter.Globals[p.Key] = p.Value;
}
}
interpreter.Globals["fungus"] = DynValue.Nil;
// Note: We can't remove the fungus table itself because of dependencies between functions
}
}
#region Public members
/// <summary>
/// The currently selected language in the string table. Affects variable substitution.
/// </summary>
public virtual string ActiveLanguage { get { return activeLanguage; } set { activeLanguage = value; } }
/// <summary>
/// Returns a string from the string table for this key.
/// The string returned depends on the active language.
/// </summary>
public virtual string GetString(string key)
{
if (stringTable != null)
{
// Match against string table and active language
DynValue stringTableVar = stringTable.Get(key);
if (stringTableVar.Type == DataType.Table)
{
DynValue languageEntry = stringTableVar.Table.Get(activeLanguage);
if (languageEntry.Type == DataType.String)
{
return languageEntry.String;
}
}
}
return "";
}
/// <summary>
/// Implementation of StringSubstituter.ISubstitutionHandler
/// Substitutes specially formatted tokens in the text with global variables and string table values.
/// The string table value used depends on the currently loaded string table and active language.
/// </summary>
[MoonSharpHidden]
public virtual bool SubstituteStrings(StringBuilder input)
{
// This method could be called from the Start of another component, so
// we need to ensure that the LuaEnvironment has been initialized.
if (luaEnvironment == null)
{
luaEnvironment = GetComponent<LuaEnvironment>();
if (luaEnvironment != null)
{
luaEnvironment.InitEnvironment();
}
}
if (luaEnvironment == null)
{
UnityEngine.Debug.LogError("No Lua Environment found");
return false;
}
if (luaEnvironment.Interpreter == null)
{
UnityEngine.Debug.LogError("No Lua interpreter found");
return false;
}
// Remove all tabs from input
input.Replace("\t", "");
MoonSharp.Interpreter.Script interpreter = luaEnvironment.Interpreter;
// Instantiate the regular expression object.
Regex r = new Regex("\\{\\$.*?\\}");
bool modified = false;
// Match the regular expression pattern against a text string.
var results = r.Matches(input.ToString());
foreach (Match match in results)
{
string key = match.Value.Substring(2, match.Value.Length - 3);
// Match against string table and active language (if specified)
if (stringTable != null)
{
DynValue stringTableVar = stringTable.Get(key);
if (stringTableVar.Type == DataType.Table)
{
DynValue languageEntry = stringTableVar.Table.Get(activeLanguage);
if (languageEntry.Type == DataType.String)
{
input.Replace(match.Value, languageEntry.String);
modified = true;
}
continue;
}
}
// Match against global variables
DynValue globalVar = interpreter.Globals.Get(key);
if (globalVar.Type != DataType.Nil)
{
input.Replace(match.Value, globalVar.ToPrintString());
modified = true;
continue;
}
}
return modified;
}
/// <summary>
/// Performs string substitution on the input string, replacing tokens of the form {$VarName} with
/// matching variables, localised strings, etc. in the scene.
/// </summary>
public virtual string Substitute(string input)
{
return stringSubstituter.SubstituteStrings(input);
}
/// <summary>
/// Find a game object by name and returns it.
/// </summary>
public virtual GameObject Find(string name)
{
return GameObject.Find(name);
}
/// <summary>
/// Returns one active GameObject tagged tag. Returns null if no GameObject was found.
/// </summary>
public virtual GameObject FindWithTag(string tag)
{
return GameObject.FindGameObjectWithTag(tag);
}
/// <summary>
/// Returns a list of active GameObjects tagged tag. Returns empty array if no GameObject was found.
/// </summary>
public virtual GameObject[] FindGameObjectsWithTag(string tag)
{
return GameObject.FindGameObjectsWithTag(tag);
}
/// <summary>
/// Create a copy of a GameObject.
/// Can be used to instantiate prefabs.
/// </summary>
public virtual GameObject Instantiate(GameObject go)
{
return GameObject.Instantiate(go);
}
/// <summary>
/// Destroys an instance of a GameObject.
/// </summary>
public virtual void Destroy(GameObject go)
{
GameObject.Destroy(go);
}
/// <summary>
/// Spawns an instance of a named prefab resource.
/// The prefab must exist in a Resources folder in the project.
/// </summary>
public virtual GameObject Spawn(string resourceName)
{
// Auto spawn a say dialog object from the prefab
GameObject prefab = Resources.Load<GameObject>(resourceName);
if (prefab != null)
{
GameObject go = Instantiate(prefab) as GameObject;
go.name = resourceName.Replace("Prefabs/", "");
return go;
}
return null;
}
#if !FUNGUSLUA_STANDALONE
/// <summary>
/// Use the conversation manager to play out a conversation
/// </summary>
public virtual IEnumerator DoConversation(string conv)
{
return conversationManager.DoConversation(conv);
}
/// <summary>
/// Sync the active say dialog with what Lua thinks the SayDialog should be
/// </summary>
public virtual void SetSayDialog(SayDialog sayDialog)
{
SayDialog.ActiveSayDialog = sayDialog;
}
/// <summary>
/// Returns the current say dialog.
/// </summary>
public virtual SayDialog GetSayDialog ()
{
return SayDialog.GetSayDialog();
}
/// <summary>
/// Sync the active menu dialog with what Lua things the MenuDialog should be
/// </summary>
public virtual void SetMenuDialog(MenuDialog menuDialog)
{
MenuDialog.ActiveMenuDialog = menuDialog;
}
/// <summary>
/// Returns the current menu dialog
/// </summary>
public virtual MenuDialog GetMenuDialog()
{
return MenuDialog.GetMenuDialog();
}
#endif
#endregion
#region LuaEnvironmentInitializer implementation
public override void Initialize()
{
luaEnvironment = GetComponent<LuaEnvironment>();
if (luaEnvironment == null)
{
Debug.LogError("No Lua Environment found");
return;
}
if (luaEnvironment.Interpreter == null)
{
Debug.LogError("No Lua interpreter found");
return;
}
InitTypes();
InitFungusModule();
InitBindings();
}
public override string PreprocessScript(string input)
{
return input;
}
#endregion
}
}