Roman aa6e1ebe90 任务:创建项目,引入部分将会用到的插件和包
1.引入URP
2.引入InputSystem
3.引入Fungus
4.引入DoTween
5.引入CinemaMachine
6.引入BehaviorTree
7.引入BehaviorTree动作包
8.配置了渲染管线资源

🥵🥵🥵🥵🥵
2021-11-21 15:14:51 +08:00

178 lines
6.2 KiB
C#
Raw Blame History

This file contains invisible Unicode characters

This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

// This code is part of the Fungus library (https://github.com/snozbot/fungus)
// 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 MoonSharp.Interpreter;
using System;
namespace Fungus
{
/// <summary>
/// Represents a single Unity object (+ optional component) bound to a string key.
/// </summary>
[Serializable]
public class BoundObject
{
public string key;
public UnityEngine.Object obj;
public Component component;
}
/// <summary>
/// Base class for a component which registers Lua Bindings.
/// When the Lua Environment initialises, it finds all components in the scene that inherit
/// from LuaBindingsBase and calls them to add their bindings.
/// </summary>
public abstract class LuaBindingsBase : MonoBehaviour
{
/// <summary>
/// Adds the required bindings to the Lua environment.
/// </summary>
public abstract void AddBindings(LuaEnvironment luaEnv);
/// <summary>
/// Returns a list of the object that will be bound to the Lua environment.
/// </summary>
public abstract List<BoundObject> BoundObjects { get; }
}
/// <summary>
/// Component which manages a list of bound objects to be accessed in Lua scripts.
/// </summary>
[ExecuteInEditMode]
public class LuaBindings : LuaBindingsBase
{
[Tooltip("Add bindings to every Lua Environment in the scene. If false, only add bindings to a specific Lua Environment.")]
[SerializeField] protected bool allEnvironments = true;
[Tooltip("The specific LuaEnvironment to register the bindings in.")]
[SerializeField] protected LuaEnvironment luaEnvironment;
[Tooltip("Name of global table variable to store bindings in. If left blank then each binding will be added as a global variable.")]
[SerializeField] protected string tableName = "";
[Tooltip("Register all CLR types used by the bound objects so that they can be accessed from Lua. If you don't use this option you will need to register these types yourself.")]
[SerializeField] protected bool registerTypes = true;
[HideInInspector]
[SerializeField] protected List<string> boundTypes = new List<string>();
[Tooltip("The list of Unity objects to be bound to make them accessible in Lua script.")]
[SerializeField] protected List<BoundObject> boundObjects = new List<BoundObject>();
[Tooltip("Show inherited public members.")]
[SerializeField] protected bool showInherited;
protected virtual void Update()
{
// Add in a single empty line at start
if (boundObjects.Count == 0)
{
boundObjects.Add(null);
}
}
#region Public members
/// <summary>
/// Add all declared bindings to the globals table.
/// </summary>
public override void AddBindings(LuaEnvironment luaEnv)
{
if (!allEnvironments &&
(luaEnvironment != null && !luaEnvironment.Equals(luaEnv)))
{
// Don't add bindings to this environment
return;
}
MoonSharp.Interpreter.Script interpreter = luaEnv.Interpreter;
Table globals = interpreter.Globals;
Table bindingsTable = null;
if (tableName == "")
{
// Add directly to globals table
bindingsTable = globals;
}
else
{
DynValue res = globals.Get(tableName);
if (res.Type == DataType.Table)
{
// Add to an existing table
bindingsTable = res.Table;
}
else
{
// Create a new table
bindingsTable = new Table(globals.OwnerScript);
globals[tableName] = bindingsTable;
}
}
if (bindingsTable == null)
{
Debug.LogError("Bindings table must not be null");
}
// Register types of bound objects with MoonSharp
if (registerTypes)
{
foreach (string typeName in boundTypes)
{
LuaEnvironment.RegisterType(typeName);
}
}
for (int i = 0; i < boundObjects.Count; ++i)
{
// Ignore empty keys
string key = boundObjects[i].key;
if (key == null ||
key == "")
{
continue;
}
// Check for keys used multiple times
if (bindingsTable.Get(key).Type != DataType.Nil)
{
Debug.LogWarning("An item already exists with the same key as binding '" + key + "'. This binding will be ignored.");
continue;
}
// Ignore bindings with no object set
GameObject go = boundObjects[i].obj as GameObject;
if (go != null)
{
// Register as gameobject / components
Component component = boundObjects[i].component;
if (component == null)
{
// Bind the key to the gameobject
bindingsTable[key] = go;
}
else
{
// Bind the key to the component
bindingsTable[key] = component;
}
}
else
{
// Register as other UnityEngine.Object type
bindingsTable[key] = boundObjects[i].obj;
}
}
}
/// <summary>
/// The list of objects to be bound to Lua.
/// </summary>
public override List<BoundObject> BoundObjects { get { return boundObjects; } }
#endregion
}
}