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382 lines
13 KiB
382 lines
13 KiB
1 year ago
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// This code is part of the Fungus library (https://github.com/snozbot/fungus)
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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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}
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