mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 06:05:10 +00:00
85706b47c7
* *don't* cause a stack overflow when polling split controller * update JSL (DualSense Edge support) add ability to update controller bindings * (temporarily) get rid of everything joy-con pair related * prepare the new controller update JSL * implementation of joycon pair * properly do the material * finish implementation
122 lines
4 KiB
C#
122 lines
4 KiB
C#
using static SatorImaging.UnitySourceGenerator.USGFullNameOf;
|
|
using SatorImaging.UnitySourceGenerator;
|
|
using System.Text;
|
|
using Debug = UnityEngine.Debug;
|
|
using Object = UnityEngine.Object;
|
|
#if UNITY_EDITOR
|
|
using UnityEditor;
|
|
#endif
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Reflection;
|
|
using System.Linq;
|
|
using HeavenStudio;
|
|
|
|
// HOW TO USE: Add the following attribute to *target* class.
|
|
// Note that target class must be defined as partial.
|
|
//[UnitySourceGenerator(typeof(MinigameLoaderGenerator), OverwriteIfFileExists = false)]
|
|
public partial class MinigameLoaderGenerator
|
|
{
|
|
#if UNITY_EDITOR // USG: class definition is required to avoid build error but methods are not.
|
|
#pragma warning disable IDE0051
|
|
|
|
readonly static string MEMBER_ACCESS = "public static";
|
|
readonly static string MAIN_MEMBER_NAME = "LoadMinigames";
|
|
static string OutputFileName() => MAIN_MEMBER_NAME + ".cs"; // -> Name.<TargetClass>.<GeneratorClass>.g.cs
|
|
|
|
static bool Emit(USGContext context, StringBuilder sb)
|
|
{
|
|
List<Func<EventCaller, Minigames.Minigame>> loadRunners = Assembly.GetExecutingAssembly()
|
|
.GetTypes()
|
|
.Where(x => x.Namespace == "HeavenStudio.Games.Loaders" && x.GetMethod("AddGame", BindingFlags.Public | BindingFlags.Static) != null)
|
|
.Select(t => (Func<EventCaller, Minigames.Minigame>)Delegate.CreateDelegate(
|
|
typeof(Func<EventCaller, Minigames.Minigame>),
|
|
null,
|
|
t.GetMethod("AddGame", BindingFlags.Public | BindingFlags.Static),
|
|
false
|
|
))
|
|
.ToList();
|
|
|
|
// USG: static classes are IsAbstract is set.
|
|
if (!context.TargetClass.IsClass)
|
|
return false; // return false to tell USG doesn't write file.
|
|
|
|
// USG: you can modify output path. default file name is that USG generated.
|
|
// note that USG doesn't care the modified path is valid or not.
|
|
//context.OutputPath += "_MyFirstTest.txt";
|
|
|
|
// USG: EditorUtility.DisplayDialog() or others don't work in batch mode.
|
|
// throw if method depending on GUI based functions.
|
|
//if (UnityEngine.Application.isBatchMode)
|
|
// throw new System.NotSupportedException("GUI based functions do nothing in batch mode.");
|
|
|
|
// USG: write content into passed StringBuilder.
|
|
sb.Append($@"
|
|
using Debug = UnityEngine.Debug;
|
|
using HeavenStudio.Games.Loaders;
|
|
|
|
namespace {context.TargetClass.Namespace}
|
|
{{
|
|
static partial class {context.TargetClass.Name}
|
|
{{
|
|
");
|
|
// class open ----------------------------------------------------------------------
|
|
|
|
|
|
#region // USG: MainMember
|
|
sb.Append($@"
|
|
{MEMBER_ACCESS} void {MAIN_MEMBER_NAME}(EventCaller eventCaller)
|
|
{{
|
|
");
|
|
sb.IndentLevel(3);
|
|
|
|
sb.Append($@"
|
|
Minigames.Minigame game;
|
|
");
|
|
|
|
foreach (var loadRunner in loadRunners)
|
|
{
|
|
MethodInfo methodInfo = RuntimeReflectionExtensions.GetMethodInfo(loadRunner);
|
|
string callingClass = methodInfo.DeclaringType.Name;
|
|
string method = methodInfo.Name;
|
|
string fullMethodLabel = $"{callingClass}.{method}";
|
|
|
|
sb.Append($@"
|
|
game = {fullMethodLabel}(eventCaller);
|
|
if (game != null)
|
|
{{
|
|
eventCaller.minigames.Add(game.name, game);
|
|
}}
|
|
else
|
|
{{
|
|
Debug.LogWarning(""Game loader {callingClass} failed!"");
|
|
}}
|
|
");
|
|
}
|
|
|
|
// USG: semicolon?
|
|
sb.Append($@"
|
|
}}
|
|
");
|
|
#endregion
|
|
|
|
|
|
// class close ----------------------------------------------------------------------
|
|
sb.Append($@"
|
|
}}
|
|
}}
|
|
");
|
|
|
|
// USG: return true to tell USG to write content into OutputPath. false to do nothing.
|
|
// only write if changes are made.
|
|
if (!System.IO.File.Exists(context.OutputPath))
|
|
return true;
|
|
|
|
string oldContent = System.IO.File.ReadAllText(context.OutputPath);
|
|
return sb.ToString() != oldContent;
|
|
}
|
|
|
|
#pragma warning restore IDE0051
|
|
#endif
|
|
}
|