mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-12-01 13:57:32 +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;
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using SatorImaging.UnitySourceGenerator;
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using System.Text;
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using Debug = UnityEngine.Debug;
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using Object = UnityEngine.Object;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Linq;
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using HeavenStudio;
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// HOW TO USE: Add the following attribute to *target* class.
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// Note that target class must be defined as partial.
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//[UnitySourceGenerator(typeof(MinigameLoaderGenerator), OverwriteIfFileExists = false)]
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public partial class MinigameLoaderGenerator
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{
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#if UNITY_EDITOR // USG: class definition is required to avoid build error but methods are not.
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#pragma warning disable IDE0051
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readonly static string MEMBER_ACCESS = "public static";
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readonly static string MAIN_MEMBER_NAME = "LoadMinigames";
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static string OutputFileName() => MAIN_MEMBER_NAME + ".cs"; // -> Name.<TargetClass>.<GeneratorClass>.g.cs
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static bool Emit(USGContext context, StringBuilder sb)
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{
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List<Func<EventCaller, Minigames.Minigame>> loadRunners = Assembly.GetExecutingAssembly()
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.GetTypes()
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.Where(x => x.Namespace == "HeavenStudio.Games.Loaders" && x.GetMethod("AddGame", BindingFlags.Public | BindingFlags.Static) != null)
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.Select(t => (Func<EventCaller, Minigames.Minigame>)Delegate.CreateDelegate(
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typeof(Func<EventCaller, Minigames.Minigame>),
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null,
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t.GetMethod("AddGame", BindingFlags.Public | BindingFlags.Static),
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false
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))
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.ToList();
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// USG: static classes are IsAbstract is set.
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if (!context.TargetClass.IsClass)
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return false; // return false to tell USG doesn't write file.
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// USG: you can modify output path. default file name is that USG generated.
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// note that USG doesn't care the modified path is valid or not.
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//context.OutputPath += "_MyFirstTest.txt";
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// USG: EditorUtility.DisplayDialog() or others don't work in batch mode.
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// throw if method depending on GUI based functions.
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//if (UnityEngine.Application.isBatchMode)
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// throw new System.NotSupportedException("GUI based functions do nothing in batch mode.");
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// USG: write content into passed StringBuilder.
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sb.Append($@"
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using Debug = UnityEngine.Debug;
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using HeavenStudio.Games.Loaders;
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namespace {context.TargetClass.Namespace}
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{{
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static partial class {context.TargetClass.Name}
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{{
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");
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// class open ----------------------------------------------------------------------
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#region // USG: MainMember
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sb.Append($@"
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{MEMBER_ACCESS} void {MAIN_MEMBER_NAME}(EventCaller eventCaller)
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{{
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");
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sb.IndentLevel(3);
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sb.Append($@"
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Minigames.Minigame game;
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");
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foreach (var loadRunner in loadRunners)
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{
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MethodInfo methodInfo = RuntimeReflectionExtensions.GetMethodInfo(loadRunner);
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string callingClass = methodInfo.DeclaringType.Name;
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string method = methodInfo.Name;
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string fullMethodLabel = $"{callingClass}.{method}";
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sb.Append($@"
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game = {fullMethodLabel}(eventCaller);
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if (game != null)
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{{
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eventCaller.minigames.Add(game.name, game);
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}}
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else
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{{
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Debug.LogWarning(""Game loader {callingClass} failed!"");
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}}
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");
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}
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// USG: semicolon?
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sb.Append($@"
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}}
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");
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#endregion
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// class close ----------------------------------------------------------------------
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sb.Append($@"
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}}
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}}
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");
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// USG: return true to tell USG to write content into OutputPath. false to do nothing.
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// only write if changes are made.
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if (!System.IO.File.Exists(context.OutputPath))
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return true;
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string oldContent = System.IO.File.ReadAllText(context.OutputPath);
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return sb.ToString() != oldContent;
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}
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#pragma warning restore IDE0051
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#endif
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}
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