forked from ichenpipi/unity-code-executor
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathCodeExecutorManager.cs
More file actions
676 lines (585 loc) · 20.1 KB
/
CodeExecutorManager.cs
File metadata and controls
676 lines (585 loc) · 20.1 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text.RegularExpressions;
using UnityEditor;
using UnityEngine;
namespace ChenPipi.CodeExecutor.Editor
{
/// <summary>
/// 管理器
/// </summary>
public static class CodeExecutorManager
{
#region File Path
/// <summary>
/// 基础名称
/// </summary>
internal const string BaseName = "CodeExecutor";
/// <summary>
/// 项目路径
/// </summary>
private static readonly string s_ProjectPath = Path.GetFullPath(Path.Combine(Application.dataPath, "../"));
/// <summary>
/// 用户设置路径
/// </summary>
private static readonly string s_UserSettingsPath = Path.Combine(s_ProjectPath, "UserSettings");
/// <summary>
/// 本地序列化文件路径模板
/// </summary>
internal static readonly string LocalFilePathTemplate = Path.GetFullPath(Path.Combine(s_UserSettingsPath, BaseName + ".{0}.json"));
#endregion
#region Macro
// /// <summary>
// /// 设置插件宏
// /// </summary>
// [InitializeOnLoadMethod]
// public static void SetupMacro()
// {
// string defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup);
// List<string> define = defines.Split(';').ToList();
// if (!define.Contains("LUA_EXECUTOR"))
// {
// defines += ";LUA_EXECUTOR";
// }
// PlayerSettings.SetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, defines);
// }
#endregion
#region Window
/// <summary>
/// 打开窗口
/// </summary>
/// <param name="forceReopen"></param>
public static void Open(bool forceReopen = false)
{
if (!forceReopen && CodeExecutorWindow.HasOpenInstances())
{
CodeExecutorWindow window = CodeExecutorWindow.GetOpenedInstance();
window.Show(true);
window.Focus();
}
else
{
CodeExecutorWindow.CreateInstance();
}
}
/// <summary>
/// 展示通知
/// </summary>
/// <param name="content"></param>
/// <param name="fadeoutWait"></param>
public static bool ShowNotification(string content, double fadeoutWait = 1d)
{
if (!CodeExecutorWindow.HasOpenInstances())
{
return false;
}
CodeExecutorWindow window = CodeExecutorWindow.GetOpenedInstance();
window.ShowNotification(content, fadeoutWait);
return true;
}
#endregion
#region Data
/// <summary>
/// 数据更新
/// </summary>
public static event Action dataUpdated;
/// <summary>
/// 保存
/// </summary>
/// <param name="notify"></param>
private static void SaveData(bool notify)
{
CodeExecutorData.Save();
if (notify) NotifyOfDataUpdated();
}
/// <summary>
/// 清除数据
/// </summary>
public static void ClearData()
{
CodeExecutorData.Reset();
NotifyOfDataUpdated();
}
/// <summary>
/// 重新加载数据
/// </summary>
/// <param name="notify"></param>
public static void ReloadData(bool notify)
{
CodeExecutorData.Reload();
if (notify) NotifyOfDataUpdated();
}
/// <summary>
/// 通知更新
/// </summary>
private static void NotifyOfDataUpdated()
{
dataUpdated?.Invoke();
}
#endregion
#region Data: Categories
/// <summary>
/// 添加类别
/// </summary>
/// <param name="name"></param>
/// <param name="notify"></param>
public static void AddCategory(string name, bool notify = true)
{
// 更新数据
CodeExecutorData.AddCategory(name);
// 保存到本地并通知更新
SaveData(notify);
}
/// <summary>
/// 移除类别
/// </summary>
/// <param name="name"></param>
/// <param name="notify"></param>
public static void RemoveCategory(string name, bool notify = true)
{
// 更新数据
CodeExecutorData.RemoveCategory(name);
// 保存到本地并通知更新
SaveData(notify);
}
/// <summary>
/// 移除类别
/// </summary>
/// <param name="originalName"></param>
/// <param name="newName"></param>
public static void RenameCategory(string originalName, string newName)
{
// 更新数据
CodeExecutorData.RenameCategory(originalName, newName);
// 保存到本地并通知更新
SaveData(true);
}
#endregion
#region Data: Snippets
/// <summary>
/// 设置执行模式
/// </summary>
/// <param name="mode">执行模式名称</param>
public static void SetNewSnippetExecMode(string mode)
{
// 更新数据
CodeExecutorData.newSnippet.mode = mode;
// 保存到本地并通知更新
SaveData(false);
}
/// <summary>
/// 设置新代码文本
/// </summary>
/// <param name="code">代码文本</param>
public static void SetNewSnippetCode(string code)
{
// 更新数据
CodeExecutorData.newSnippet.code = code;
// 保存到本地并通知更新
SaveData(false);
}
/// <summary>
/// 增加代码段
/// </summary>
/// <param name="code">代码文本</param>
/// <param name="name">代码段名称</param>
/// <param name="mode">执行模式名称</param>
/// <param name="category">类别</param>
/// <param name="notify">通知更新</param>
/// <returns></returns>
public static SnippetInfo AddSnippet(string code, string name = null, string mode = null, string category = null, bool notify = true)
{
// 更新数据
SnippetInfo snippet = CodeExecutorData.AddSnippet(code, name, mode, category);
// 保存到本地并通知更新
SaveData(notify);
return snippet;
}
/// <summary>
/// 克隆代码段
/// </summary>
/// <param name="source">源数据</param>
/// <param name="notify">通知</param>
/// <returns></returns>
public static IEnumerable<SnippetInfo> CloneSnippets(IEnumerable<SnippetInfo> source, bool notify = true)
{
List<SnippetInfo> list = new List<SnippetInfo>();
SnippetInfo[] array = source as SnippetInfo[] ?? source.ToArray();
for (int i = 0; i < array.Length; i++)
{
SnippetInfo snippet = array[i];
string name = GetNonDuplicateSnippetName(snippet.name);
bool needNotify = notify && (i == array.Length - 1);
list.Add(AddSnippet(snippet.code, name, snippet.mode, snippet.category, needNotify));
}
return list;
}
/// <summary>
/// 移除代码段
/// </summary>
/// <param name="guid">GUID</param>
public static void RemoveSnippet(string guid)
{
// 更新数据
CodeExecutorData.RemoveSnippet(guid);
// 保存到本地并通知更新
SaveData(true);
}
/// <summary>
/// 移除代码段
/// </summary>
/// <param name="guids">GUID</param>
public static void RemoveSnippets(IEnumerable<string> guids)
{
// 更新数据
foreach (string guid in guids)
{
CodeExecutorData.RemoveSnippet(guid);
}
// 保存到本地并通知更新
SaveData(true);
}
#endregion
#region Data: Snippet Info
/// <summary>
/// 代码段名称非法字符
/// </summary>
private static readonly char[] s_InvalidNameChars = new char[] { '*' };
/// <summary>
/// 设置代码段的名称
/// </summary>
/// <param name="guid"></param>
/// <param name="name"></param>
/// <returns></returns>
public static bool SetSnippetName(string guid, string name)
{
SnippetInfo snippet = CodeExecutorData.GetSnippet(guid);
if (snippet == null)
{
return false;
}
// 禁止特殊字符
if (name.IndexOfAny(s_InvalidNameChars) != -1)
{
EditorUtility.DisplayDialog(
"[CodeExecutor] Invalid display name",
$"A valid name can't contain any of the following characters: {s_InvalidNameChars.Join("")}",
"OK"
);
return false;
}
// 更新数据
snippet.name = name;
// 保存到本地并通知更新
SaveData(true);
return true;
}
/// <summary>
/// 设置代码段的代码文本
/// </summary>
/// <param name="guid"></param>
/// <param name="code"></param>
/// <returns></returns>
public static void SetSnippetCode(string guid, string code)
{
SnippetInfo snippet = CodeExecutorData.GetSnippet(guid);
if (snippet == null) return;
// 更新数据
snippet.code = code;
snippet.editTime = PipiUtility.GetTimestamp();
// 保存到本地并通知更新
SaveData(false);
}
/// <summary>
/// 置顶代码段
/// <param name="guid"></param>
/// <param name="top"></param>
/// <param name="notify"></param>
/// </summary>
public static void SetSnippetTop(string guid, bool top, bool notify = true)
{
SnippetInfo snippet = CodeExecutorData.GetSnippet(guid);
if (snippet == null) return;
// 更新数据
snippet.top = top;
// 保存到本地并通知更新
SaveData(notify);
}
/// <summary>
/// 设置代码段的执行模式
/// </summary>
/// <param name="guid"></param>
/// <param name="mode"></param>
/// <returns></returns>
public static void SetSnippetExecMode(string guid, string mode)
{
SnippetInfo snippet = CodeExecutorData.GetSnippet(guid);
if (snippet == null) return;
// 更新数据
snippet.mode = mode;
// 保存到本地并通知更新
SaveData(false);
}
/// <summary>
/// 设置代码段类别
/// <param name="guid"></param>
/// <param name="category"></param>
/// <param name="notify"></param>
/// </summary>
public static void SetSnippetCategory(string guid, string category, bool notify = true)
{
SnippetInfo snippet = CodeExecutorData.GetSnippet(guid);
if (snippet == null) return;
// 更新数据
if (!string.IsNullOrEmpty(category) && !CodeExecutorData.HasCategory(category))
{
CodeExecutorData.AddCategory(category);
}
snippet.category = category;
// 保存到本地并通知更新
SaveData(notify);
}
#endregion
#region Naming
/// <summary>
/// 命名格式分隔符
/// </summary>
internal const int NameMaxLength = 30;
/// <summary>
/// 命名格式分隔符
/// </summary>
internal const string NamingSchemeSeparator = "_";
/// <summary>
/// 命名格式正则
/// </summary>
internal static readonly Regex NamingSchemeRegex = new Regex($"^(.*?){NamingSchemeSeparator}(\\d+)$");
/// <summary>
/// 获取不重复的代码段名称
/// </summary>
/// <param name="name"></param>
/// <returns></returns>
internal static string GetNonDuplicateSnippetName(string name)
{
if (string.IsNullOrEmpty(name))
{
name = "Unnamed";
}
name = name.Substring(0, Mathf.Min(name.Length, NameMaxLength));
Match match = NamingSchemeRegex.Match(name);
string baseName = (!match.Success ? name : match.Groups[1].Value);
int.TryParse(match.Groups[2].Value, out int count);
while (CodeExecutorData.HasSnippetWithName(name))
{
name = $"{baseName}{NamingSchemeSeparator}{++count}";
}
return name;
}
/// <summary>
/// 获取不重复的类别名称
/// </summary>
/// <param name="name"></param>
/// <returns></returns>
internal static string GetNonDuplicateCategoryName(string name)
{
if (string.IsNullOrEmpty(name))
{
name = "Unnamed";
}
name = name.Substring(0, Mathf.Min(name.Length, NameMaxLength));
Match match = NamingSchemeRegex.Match(name);
string baseName = (!match.Success ? name : match.Groups[1].Value);
int.TryParse(match.Groups[2].Value, out int count);
while (CodeExecutorData.HasCategory(name))
{
name = $"{baseName}{NamingSchemeSeparator}{++count}";
}
return name;
}
#endregion
#region Settings
/// <summary>
/// 重置设置
/// </summary>
public static void ResetSettings()
{
CodeExecutorSettings.Reset();
}
/// <summary>
/// 重新加载设置
/// </summary>
public static void ReloadSettings()
{
CodeExecutorSettings.Reload();
}
#endregion
#region Execution Mode
/// <summary>
/// 执行模式注册表更新
/// </summary>
public static event Action execModeUpdated;
/// <summary>
/// 默认执行模式
/// </summary>
public static readonly ExecutionMode DefaultExecMode = new ExecutionMode()
{
name = "None",
desc = string.Empty,
executor = null,
};
/// <summary>
/// 执行模式注册表
/// </summary>
internal static readonly Dictionary<string, ExecutionMode> ExecutionModes = new Dictionary<string, ExecutionMode>(StringComparer.OrdinalIgnoreCase);
/// <summary>
/// 注册执行模式
/// </summary>
/// <param name="mode">执行模式对象</param>
public static void RegisterExecMode(ExecutionMode mode)
{
string modeName = mode.name;
if (string.IsNullOrEmpty(modeName))
{
Debug.LogError($"[CodeExecutor] Cannot register execution mode without a name!\n");
return;
}
if (modeName.Equals(DefaultExecMode.name, StringComparison.OrdinalIgnoreCase))
{
Debug.LogError($"[CodeExecutor] Cannot register execution mode with name '{modeName}'!\n");
return;
}
if (ExecutionModes.ContainsKey(modeName))
{
Debug.LogError($"[CodeExecutor] A Execution mode named '{modeName}' is already registered!\n");
return;
}
ExecutionModes.Add(modeName, mode);
execModeUpdated?.Invoke();
Debug.Log($"<color=#00FF00>[CodeExecutor] Execution mode '{modeName}' registered!</color>\n");
}
/// <summary>
/// 取消注册执行模式
/// </summary>
/// <param name="modeName"></param>
public static void UnregisterExecMode(string modeName)
{
if (string.IsNullOrEmpty(modeName))
{
return;
}
ExecutionModes.Remove(modeName);
execModeUpdated?.Invoke();
Debug.Log($"<color=#00FF00>[CodeExecutor] Execution mode '{modeName}' is unregistered!</color>\n");
}
/// <summary>
/// 取消注册所有执行模式
/// </summary>
public static void UnregisterAllExecModes()
{
ExecutionModes.Clear();
execModeUpdated?.Invoke();
Debug.Log($"<color=#00FF00>[CodeExecutor] All execution modes are unregistered!</color>\n");
}
/// <summary>
/// 是否有指定名称的执行模式
/// </summary>
/// <param name="modeName"></param>
/// <returns></returns>
public static bool HasExecMode(string modeName)
{
if (string.IsNullOrEmpty(modeName))
{
return false;
}
return ExecutionModes.TryGetValue(modeName, out ExecutionMode _);
}
/// <summary>
/// 获取指定名称的执行模式
/// </summary>
/// <param name="modeName"></param>
/// <returns></returns>
public static ExecutionMode? GetExecMode(string modeName)
{
if (string.IsNullOrEmpty(modeName))
{
return null;
}
ExecutionModes.TryGetValue(modeName, out ExecutionMode mode);
return mode;
}
/// <summary>
/// 重新注册所有执行模式
/// </summary>
public static void ReRegisterExecModes()
{
ExecutionModes.Clear();
UnityEditor.Compilation.CompilationPipeline.RequestScriptCompilation();
}
/// <summary>
/// 启用内置的执行模式 C#
/// </summary>
public static bool enableBuiltinExecModeCSharp
{
get => CodeExecutorSettings.enableBuiltinExecModeCSharp;
set
{
CodeExecutorSettings.enableBuiltinExecModeCSharp = value;
ReRegisterExecModes();
}
}
/// <summary>
/// 启用内置的执行模式 xLua
/// </summary>
public static bool enableBuiltinExecModeXLua
{
get => CodeExecutorSettings.enableBuiltinExecModeXLua;
set
{
CodeExecutorSettings.enableBuiltinExecModeXLua = value;
ReRegisterExecModes();
}
}
#endregion
#region Execution
/// <summary>
/// 执行代码
/// </summary>
/// <param name="codeText">代码段文本</param>
/// <param name="modeName">执行模式名称</param>
/// <returns></returns>
internal static object[] ExecuteCode(string codeText, string modeName)
{
if (!ExecutionModes.TryGetValue(modeName, out ExecutionMode mode))
{
Debug.LogError($"[CodeExecutor] No execution mode named '{modeName}' was found!\n");
return null;
}
if (mode.executor == null)
{
Debug.LogError($"[CodeExecutor] Invalid executor for execution mode '{modeName}'!\n");
return null;
}
return mode.executor.Invoke(codeText);
}
#endregion
}
/// <summary>
/// 执行模式
/// </summary>
public struct ExecutionMode
{
/// <summary>
/// 名称
/// </summary>
public string name;
/// <summary>
/// 描述
/// </summary>
public string desc;
/// <summary>
/// 执行函数
/// </summary>
public Func<string, object[]> executor;
}
}