// Methods
        /// <summary>
        /// Called by Unity.
        /// </summary>
        public void Awake()
        {
            // Create our script domain
            domain = ScriptDomain.CreateDomain("ScriptDomain", true);

            // Find start positions
            startPosition = tankObject.transform.position;
            startRotation = tankObject.transform.rotation;

            // Add listener for new button
            CodeUI.onNewClicked += (CodeUI ui) =>
            {
                // Load new file
                ui.codeEditor.text = Resources.Load <TextAsset>(newTemplate).text;
            };

            // Add listener for example button
            CodeUI.onLoadClicked += (CodeUI ui) =>
            {
                // Load example file
                ui.codeEditor.text = Resources.Load <TextAsset>(exampleTemplate).text;
            };

            CodeUI.onCompileClicked += (CodeUI ui) =>
            {
                // Try to run the script
                RunTankScript(ui.codeEditor.text);
            };
        }
Esempio n. 2
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        /// <summary>
        /// Called by Unity.
        /// </summary>
        public void Start()
        {
            // Create domain
            domain = ScriptDomain.CreateDomain("Example Domain");


            // Compile and load code
            ScriptAssembly assembly = domain.CompileAndLoadSource(sourceCode, ScriptSecurityMode.UseSettings);


            // Check for compiler errors
            if (domain.CompileResult.Success == false)
            {
                // Get all errors
                foreach (CompilationError error in domain.CompileResult.Errors)
                {
                    if (error.IsError == true)
                    {
                        Debug.LogError(error.ToString());
                    }
                    else if (error.IsWarning == true)
                    {
                        Debug.LogWarning(error.ToString());
                    }
                }
            }
        }
        public ScriptAssembly(ScriptDomain scriptDomain, string path)
        {
            this.scriptDomain = scriptDomain;
            this.path         = path;

            lazyAssembly = new Utility.Lazy <Assembly>(this.LoadAssembly);
        }
Esempio n. 4
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        static void MonoMessageHandler(EMonoScriptDomain target, EMonoScriptMsgID msgid, IntPtr buffer, int length)
        {
            byte[] data = new byte[length];
            if (length != 0)
            {
                Marshal.Copy(buffer, data, 0, length);
            }

            int tid = (int)target;

            switch (msgid)
            {
            case EMonoScriptMsgID.ScriptMsgIDInitialize:
                AppDomainSetup setup = new AppDomainSetup();
                setup.ApplicationBase = new SourceFileInfo("mono/lib/" + (target == EMonoScriptDomain.ScriptDomainServer ? "server" : "client"), "GAME").FullName;
                AppDomain       aDomain    = AppDomain.CreateDomain(domainName[tid], null, setup);
                DomainInterface dInterface = (DomainInterface)aDomain.CreateInstanceAndUnwrap(Assembly.GetExecutingAssembly().FullName, typeof(DomainInterface).FullName);
                scriptDomains[tid] = new ScriptDomain()
                {
                    Domain = aDomain, Interface = dInterface
                };
                break;

            default:
                Debug.DevMsg("[Source.Host.exe] Recieved Mono message, target: {0}, id: {1}, length: {2}\n", target, msgid, length);
                break;
            }
        }
Esempio n. 5
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        /// <summary>
        /// Called by Unity.
        /// </summary>
        public void Start()
        {
            // Create domain
            domain = ScriptDomain.CreateDomain("Example Domain");


            // Compile and load code - Note that we use 'CompileAndLoadMainSource' which is the same as 'CompileAndLoadSource' but returns the main type in the compiled assembly
            ScriptType type = domain.CompileAndLoadMainSource(sourceCode, ScriptSecurityMode.UseSettings);


            // Get the property value from a property with the name 'ExampleProperty' and cast it to a string value
            // Note that only static properties can be accessed via a 'ScriptType' instance. A 'ScriptProxy' is required for instance properties
            string propertyString = (string)type.PropertiesStatic["ExampleProperty"];

            // Check that the string we read has the expected value
            Debug.Log(propertyString == "Hello World");

            // Set a property value with the name 'ExampleProperty'
            // Note that this will throw an 'TargetException' because the specified property does not define a 'set' accessor
            type.PropertiesStatic["ExampleProperty"] = "Goodbye World";


            // The safe version will handle any exceptions thrown when trying to access the property and return null if that is the case.
            propertyString = (string)type.SafePropertiesStatic["ExampleProperty"];

            type.SafePropertiesStatic["ExampleProperty"] = propertyString;
        }
    public void ExecuteCode()
    {
        /*try
         * {*/
        robotManagementCode = GetRobotManagementClass();
        ScriptDomain         domain = ScriptDomain.CreateDomain("MyDomain");
        ScriptType           type   = domain.CompileAndLoadMainSource(robotManagementCode);
        ScriptProxy          proxy  = type.CreateInstance(robot);
        Tuple <bool, string> result = (Tuple <bool, string>)proxy.Call("isTaskCompleted");

        if (result.Item1)
        {
            UI.ResultField.text = "<color=green>Задание выполнено!</color>";
            Canvas.GetComponent <TaskCompletingActions>().MakeActions(taskNumber);
            UI.CloseTaskButton.transform.localScale = new Vector3(0, 0, 0);
        }
        else
        {
            UI.ResultField.text = "Есть ошибки. Попробуй ещё раз!";
        }
        UI.OutputField.text = result.Item2;
        //}

        /*catch
         * {
         *  Debug.Log("Exception!!!");
         *  UI.ResultField.text = "Есть ошибки. Попробуй ещё раз!";
         * }*/
    }
Esempio n. 7
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        /// <summary>
        /// Called by Unity.
        /// </summary>
        public void Start()
        {
            // Create domain
            domain = ScriptDomain.CreateDomain("Example Domain");

            // We will be accessing the compiler service so make sure it is available
            // This is only a demonstration and passing 'true' to the 'CreateDomain' method will ensure that the compiler service is initialized
            if (domain.IsCompilerServiceInitialized == false)
            {
                throw new InvalidOperationException("Compiler service is not initialized");
            }


            // Add a reference to 'System.Core' - 'HashSet<>' is defined in 'System.Core.dll'
            Assembly systemCoreAssembly = typeof(System.Collections.Generic.HashSet <>).Assembly;

            // Add a compiler reference
            domain.RoslynCompilerService.ReferenceAssemblies.Add(AssemblyReference.FromAssembly(systemCoreAssembly));



            // Add a reference to an unloaded assembly via file path
            string referenceAssemblyPath = "path/to/reference/assembly.dll";

            // Add a compiler reference
            domain.RoslynCompilerService.ReferenceAssemblies.Add(AssemblyReference.FromNameOrFile(referenceAssemblyPath));
        }
Esempio n. 8
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        /// <summary>
        /// Called by Unity.
        /// </summary>
        public IEnumerator Start()
        {
            // Create domain
            domain = ScriptDomain.CreateDomain("Example Domain");


            // Compile and load code
            AsyncCompileOperation compileRequest = domain.CompileAndLoadSourceAsync(sourceCode, ScriptSecurityMode.UseSettings);

            // Wait for operation to complete
            yield return(compileRequest);

            // Check for compiler errors
            if (compileRequest.IsSuccessful == false)
            {
                // Get all errors
                foreach (CompilationError error in compileRequest.CompileDomain.CompileResult.Errors)
                {
                    if (error.IsError == true)
                    {
                        Debug.LogError(error.ToString());
                    }
                    else if (error.IsWarning == true)
                    {
                        Debug.LogWarning(error.ToString());
                    }
                }
            }
        }
Esempio n. 9
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        /// <summary>
        /// Called by Unity.
        /// </summary>
        public void Start()
        {
            // Create domain
            domain = ScriptDomain.CreateDomain("Example Domain");


            // Compile and load code - Note that we use 'CompileAndLoadMainSource' which is the same as 'CompileAndLoadSource' but returns the main type in the compiled assembly
            ScriptType type = domain.CompileAndLoadMainSource(sourceCode, ScriptSecurityMode.UseSettings);


            // Get the field value from a field with the name 'exampleField' and cast it to a string value
            // Note that only static fields can be accessed via a 'ScriptType' instance. A 'ScriptProxy' is required for instance fields
            string fieldString = (string)type.FieldsStatic["exampleField"];

            // Check that the string we read has the expected value
            Debug.Log(fieldString == "Hello World");

            // Set a field value with the name 'exampleField'
            // An exception may occur if the assigned type canot be implicitly converted to the actual field type
            type.FieldsStatic["exampleField"] = "Goodbye World";


            // The safe version will handle any exceptions thrown when trying to access the field and return null if that is the case.
            fieldString = (string)type.SafeFieldsStatic["exampleField"];

            type.SafeFieldsStatic["exampleField"] = fieldString;
        }
Esempio n. 10
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        /// <summary>
        /// Called by Unity.
        /// </summary>
        public void Start()
        {
            // Create the domain
            domain = ScriptDomain.CreateDomain("MazeCrawlerCode", true);

            // Support netstandard
            try
            {
                IMetadataReferenceProvider reference = AssemblyReference.FromNameOrFile("netstandard");

                if (reference.TryResolveReference() == true)
                {
                    domain.RoslynCompilerService.ReferenceAssemblies.Add(reference);
                }
            }
            catch { }

            // Add assembly reference to Assembly-CSharp
            domain.RoslynCompilerService.ReferenceAssemblies.Add(AssemblyReference.FromAssembly(typeof(MazeCrawlerExample).Assembly));
            domain.RoslynCompilerService.ReferenceAssemblies.Add(AssemblyReference.FromAssembly(typeof(UnityEngine.Object).Assembly));
            domain.RoslynCompilerService.ReferenceAssemblies.Add(AssemblyReference.FromAssembly(typeof(Stack <>).Assembly));
            domain.RoslynCompilerService.ReferenceAssemblies.Add(AssemblyReference.FromAssembly(typeof(HashSet <>).Assembly));

            if (showCompletedCodeOnStartup == true)
            {
                // Load the solution code
                runCrawlerInput.text = mazeCodeSolution.text;
            }
            else
            {
                // Load the template code
                runCrawlerInput.text = mazeCodeTemplate.text;
            }
        }
        /// <summary>
        /// Called by Unity.
        /// </summary>
        public void Start()
        {
            // Create domain
            domain = ScriptDomain.CreateDomain("Example Domain");


            // Compile and load code - Note that we use 'CompileAndLoadMainSource' which is the same as 'CompileAndLoadSource' but returns the main type in the compiled assembly
            ScriptType type = domain.CompileAndLoadMainSource(sourceCode, ScriptSecurityMode.UseSettings);

            // Create an instance of 'Example'
            ScriptProxy proxy = type.CreateInstance();

            // Create an instance of 'Example' using the overload constructor
            proxy = type.CreateInstance();


            // Call the method called 'ExampleMethod' and pass the string argument 'World'
            // Note that any exceptions thrown by the target method will not be caught
            proxy.Call("ExampleMethod", "World");


            // Call the method called 'ExampleMethod' and pass the string argument 'Safe World'
            // Note that any exceptions thrown by the target method will handled as indicated by the 'Safe' name
            proxy.SafeCall("ExampleMethod", "Safe World");
        }
        /// <summary>
        /// Called by Unity.
        /// </summary>
        public void Start()
        {
            // Create domain
            domain = ScriptDomain.CreateDomain("Example Domain");

            // Add define symbols to compile code in different configurations
            domain.RoslynCompilerService.DefineSymbols.Add("DEBUG");
            domain.RoslynCompilerService.DefineSymbols.Add("UNITY_EDITOR");
        }
Esempio n. 13
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        void Start()
        {
            // Create our domain
            domain = ScriptDomain.CreateDomain("EvalDomain", true);

            // Create our evaluator
            evaluator = new ScriptEvaluator(domain);

            // Add a using statement for UnityEngine. This will allow us ti access all types under the UnityEngine namespace
            evaluator.AddUsing("UnityEngine");
        }
Esempio n. 14
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        void Start()
        {
            // Should we enable the compiler for our domain
            // This is requried if we want to load C# scripts as opposed to assemblies
            bool initCompiler = true;

            // Create our domain
            domain = ScriptDomain.CreateDomain("ModDomain", initCompiler);

            if (domain == null)
            {
                Debug.LogError("Failed to create ScriptDomain");
            }
        }
        /// <summary>
        /// Called by Unity.
        /// </summary>
        public void Start()
        {
            // Create domain
            domain = ScriptDomain.CreateDomain("Example Domain");

            // Security load mode
            // ScriptSecurityMode.EnsureLoad - Do not perform and code validation and just load the assembly
            // ScriptSecurityMode.EnsureSecurity - Perform full code validation and discard the assembly if verification fails
            // ScriptSecurityMode.UseSettings - Use the RoslynC# settings to determine which action to take
            ScriptSecurityMode securityMode = ScriptSecurityMode.UseSettings;

            // Load an assembly - The assembly may be verified using active security restriction depending upon the security mod specified
            // If an assembly fails verification then it will not be loaded and the load method will return null
            ScriptAssembly assembly = domain.LoadAssembly("path/to/assembly.dll", securityMode);
        }
        /// <summary>
        /// Called by Unity.
        /// </summary>
        public void Start()
        {
            // Should the script domain initialize the roslyn compiler service. If this is disabled then you will not be able to compile C# code, only load managed assemblies.
            bool initCompiler = true;

            // Should the script domain be made active when created. The active domain can be accessed via 'ScriptDomain.Active'
            bool makeActiveDomain = true;

            // The app domain where all code should be loaded and executed. Note that you will need to manually handle domain assembly references
            // You can also pass null to 'CreateDomain'
            AppDomain appDomain = AppDomain.CurrentDomain;

            // Create a script domain. We use this domain to compile and load scripts and assemblies
            domain = ScriptDomain.CreateDomain("Example Domain", initCompiler, makeActiveDomain, appDomain);
        }
Esempio n. 17
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        void Start()
        {
            // Should we enable the compiler for our domain
            // This is requried if we want to load C# scripts as opposed to assemblies
            bool initCompiler = true;

            // Create our domain
            domain = ScriptDomain.CreateDomain("ModDomain", initCompiler);

            // Load the source code into our domain
            // The code must be compiled before it can be loaded
            ScriptType type = domain.CompileAndLoadScriptSource(sourceCode);

            // Print the type to the console
            Debug.Log(type.ToString());
        }
Esempio n. 18
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    public IEnumerator RunAsync(string source, TextMeshProUGUI textUI, List <int> list, List <double> listD)
    {
        LoadingCircle.UpdateLoad(true);
        Debug.Log(source);
        ScriptDomain          domain         = ScriptDomain.CreateDomain("resposta");
        AsyncCompileOperation compileRequest = domain.CompileAndLoadSourceAsync(source, ScriptSecurityMode.UseSettings);

        // Wait for operation to complete
        yield return(compileRequest);

        // Check for compiler errors
        if (compileRequest.IsSuccessful == false)
        {
            // Get all errors
            foreach (CompilationError error in compileRequest.CompileDomain.CompileResult.Errors)
            {
                if (error.IsError == true)
                {
                    Debug.LogError(error.ToString());
                    textUI.text = error.ToString();
                }
                else if (error.IsWarning == true)
                {
                    Debug.LogWarning(error.ToString());
                }
            }
        }
        else
        {
            type  = compileRequest.CompiledType;
            proxy = type.CreateInstance(this.gameObject);
            proxy.Fields["_inputs"]  = list;
            proxy.Fields["_Dinputs"] = listD;
            proxy.Call(initBlock.name);
            if ((string)proxy.Fields["_loopError"] != null)
            {
                textUI.text = (string)proxy.Fields["_loopError"];
            }
            else
            {
                textUI.text = (string)proxy.Fields["_output"];
            }
        }
        LoadingCircle.UpdateLoad(false);
    }
Esempio n. 19
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        protected override void Dispose(bool disposing)
        {
            if (!IsDisposed)
            {
                try
                {
                    lazyAssembly.Dispose();

                    scriptDomain = null;
                    lazyAssembly = null;
                    path         = null;
                }
                finally
                {
                    base.Dispose(disposing);
                }
            }
        }
Esempio n. 20
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        void Start()
        {
            // Should we enable the compiler for our domain
            // This is requried if we want to load C# scripts as opposed to assemblies
            bool initCompiler = true;

            // Create our domain
            domain = ScriptDomain.CreateDomain("ModDomain", initCompiler);

            // Load the source code into our domain
            ScriptType type = domain.CompileAndLoadScriptSource(sourceCode);

            // Create an instance of our type
            ScriptProxy proxy = type.CreateInstance();

            // Call the test method
            proxy.Call("TestMethod");
        }
Esempio n. 21
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        void Start()
        {
            // Should we enable the compiler for our domain
            // This is requried if we want to load C# scripts as opposed to assemblies
            bool initCompiler = true;

            // Create our domain
            domain = ScriptDomain.CreateDomain("ModDomain", initCompiler);

            // Load an assembly into our domain
            // This assumes that a file called 'ModAssembly.dll' is next to the game .exe file
            ScriptAssembly assembly = domain.LoadAssembly("ModAssembly.dll");

            // List all types in the assembly
            foreach (ScriptType type in assembly.FindAllTypes())
            {
                Debug.Log(type.ToString());
            }
        }
Esempio n. 22
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        // Methods
        /// <summary>
        /// Called by Unity.
        /// </summary>
        public void Awake()
        {
            GameObject.Find("ErrorShowLine").GetComponent <Image>().color = new Color(0, 0, 0, 0.3f);
            QualitySettings.vSyncCount  = 0;
            Application.targetFrameRate = 30;
            stopObject.SetActive(false);
            //ctrManagerObject = tankObject.GetComponent<CtrManagerObject>();
            //if(ScriptDomain.Active== null){

            //    Debug.Log("333333333333");
            //}

            // Create our script domain
            domain = ScriptDomain.CreateDomain("ScriptDomain", true);

            // Find start positions
            startPosition = tankObject.transform.position;
            startRotation = tankObject.transform.rotation;

            // Add listener for new button
            CodeUI.onNewClicked += (CodeUI ui) =>
            {
                //Debug.Log("ddddddddd");


                // Load new file
                ui.codeEditor.text = Resources.Load <TextAsset>(newTemplate).text;
            };

            // Add listener for example button
            CodeUI.onLoadClicked += (CodeUI ui) =>
            {
                // Load example file
                ui.codeEditor.text = Resources.Load <TextAsset>(exampleTemplate).text;
            };

            CodeUI.onCompileClicked += (CodeUI ui) =>
            {
                //ctrManagerObject.mouseDrag = false;
                // Try to run the script
                RunTankScript(ui.codeEditor.text);
            };
        }
Esempio n. 23
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        /// <summary>
        /// Called by Unity.
        /// </summary>
        public void Start()
        {
            // Create domain
            domain = ScriptDomain.CreateDomain("Example Domain");


            // Compile and load code - Note that we use 'CompileAndLoadMainSource' which is the same as 'CompileAndLoadSource' but returns the main type in the compiled assembly
            ScriptAssembly assembly = domain.CompileAndLoadSource(sourceCode, ScriptSecurityMode.UseSettings);


            // Find all types
            ScriptType type           = assembly.FindType("Example");
            ScriptType behaviourType  = assembly.FindSubTypeOf <MonoBehaviour>("ExampleBehaviour");
            ScriptType scriptableType = assembly.FindSubTypeOf <ScriptableObject>("ExampleScriptable");


            // Create an instance of 'Example'
            ScriptProxy proxy = type.CreateInstance();

            // Create an instance of 'Example' using the overload constructor
            proxy = type.CreateInstance(null, "Hello World");


            // Create an instance of 'ExampleBehaviour'
            // Note that we need to pass a game object to attach the component to because it inherits from 'MonoBehaviour'
            // Failing to provide a valid game object will case the result to be null
            // Awake, OnEnable, Start and other Unity callbacks will be triggered as you would expect
            ScriptProxy behaviourProxy = behaviourType.CreateInstance(gameObject);

            // Both outputs will be 'true'
            Debug.Log(behaviourProxy.IsMonoBehaviour);
            Debug.Log(behaviourProxy.IsUnityObject);


            // Create an instance of 'ExampleScriptable'
            // this is much the same as creating a normal instance however it will be constructed using 'ScriptableObject.CreateInstance' because it inherits from 'ScriptableObject'
            ScriptProxy scriptableProxy = scriptableType.CreateInstance();

            // Both outputs will be 'true'
            Debug.Log(scriptableType.IsScriptableObject);
            Debug.Log(scriptableType.IsUnityObject);
        }
Esempio n. 24
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        /// <summary>
        /// Called by Unity.
        /// </summary>
        public IEnumerator Start()
        {
            // Create domain
            domain = ScriptDomain.CreateDomain("Example Domain");

            // Security load mode
            // ScriptSecurityMode.EnsureLoad - Do not perform and code validation and just load the assembly
            // ScriptSecurityMode.EnsureSecurity - Perform full code validation and discard the assembly if verification fails
            // ScriptSecurityMode.UseSettings - Use the RoslynC# settings to determine which action to take
            ScriptSecurityMode securityMode = ScriptSecurityMode.UseSettings;

            // Load an assembly async - The assembly may be verified using active security restriction depending upon the security mod specified
            // If an assembly fails verification then it will not be loaded and the load operation will contain failure information
            AsyncLoadOperation assemblyLoad = domain.LoadAssemblyAsync("path/to/assembly.dll", securityMode);

            // Wait for request to complete
            yield return(assemblyLoad);

            // Get the loaded assembly - This will be null if the load or security validation failed
            ScriptAssembly assembly = assemblyLoad.LoadedAssembly;
        }
Esempio n. 25
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        /// <summary>
        /// Called by Unity.
        /// </summary>
        public void Start()
        {
            // Create domain
            domain = ScriptDomain.CreateDomain("Example Domain");


            // Compile and load code - Note that we use 'CompileAndLoadMainSource' which is the same as 'CompileAndLoadSource' but returns the main type in the compiled assembly
            ScriptAssembly assembly = domain.CompileAndLoadSource(sourceCode, ScriptSecurityMode.UseSettings);


            // Should the search include types or members that are private or internal
            bool includeNonPublic = true;


            // Find all types in the assembly
            foreach (ScriptType type in assembly.FindAllTypes(includeNonPublic))
            {
                Debug.Log("FindAllTypes: " + type.FullName);
            }

            // Find all types in the assembly without allocating return arrays
            foreach (ScriptType type in assembly.EnumerateAllTypes(includeNonPublic))
            {
                Debug.Log("EnumerateAllTypes: " + type.FullName);
            }


            // Find all types that inherit from a specified type
            foreach (ScriptType type in assembly.EnumerateAllSubTypesOf <MonoBehaviour>(includeNonPublic))
            {
                Debug.Log("EnumerateSubTypesOf<MonoBehaviour>: " + type.FullName);
            }

            // Alternative shorthand for built in unity base types
            assembly.EnumerateAllMonoBehaviourTypes(includeNonPublic);
            assembly.EnumerateAllScriptableObjectTypes(includeNonPublic);

            // Find all unity types, ie: types that inherit from UnityEngine.Object
            assembly.EnumerateAllUnityTypes(includeNonPublic);
        }
Esempio n. 26
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        void Start()
        {
            // Should we enable the compiler for our domain
            // This is required if we want to load C# scripts as opposed to assemblies.
            bool initCompiler = true;

            // Create our domain
            domain = ScriptDomain.CreateDomain("ModDomain", initCompiler);

            // Load the source code into our domain
            ScriptType type = domain.CompileAndLoadScriptSource(sourceCode);

            // Create an instance of our type - We need to pass a game object because 'Test' inherits from monobehaviour
            ScriptProxy proxy = type.CreateInstance(gameObject);

            // Coroutines are supported by default (true) but support can be disabled by specifying 'false' as the value.
            // Any method that returns 'IEnumerator' will be called as a coroutine.
            proxy.supportCoroutines = true;

            // Call the test method as a coroutine
            proxy.Call("TestMethod");
        }
Esempio n. 27
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    // Start is called before the first frame update
    IEnumerator Start()
    {
        ScriptDomain domain    = ScriptDomain.CreateDomain("MyDomain", true);
        string       source    = ConnectionManager.ToCode(begin.GetComponent <RectTransform> ()) + "}}}";
        string       reference = "UnityEngine.dll";

        using (UnityWebRequest uwr = UnityWebRequest.Get(Application.streamingAssetsPath + "/bin/Data/Managed" + "/" + reference)) {
            yield return(uwr.SendWebRequest());

            if (uwr.isNetworkError || uwr.isHttpError)
            {
                Debug.Log("www error:" + uwr.error + " " + ("jar:file://" + Application.dataPath + "!/assets/" + reference));
            }
            else
            {
                Debug.Log("1");
                domain.RoslynCompilerService.ReferenceAssemblies.Add(AssemblyReference.FromImage(uwr.downloadHandler.data));
                Debug.Log(uwr.downloadHandler.data);
                ScriptType type = domain.CompileAndLoadMainSource(source);
            }
        }
    }
Esempio n. 28
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    public bool UpdateScript(Ship ship, StarSystem starSystem, string code)
    {
        if (domain != null)
        {
            domain.Dispose();
        }

        domain = ScriptDomain.CreateDomain("ShipDomain", true);

        //domain.RoslynCompilerService.ReferenceAssemblies.Add(typeof(UnityEngine.Object).Assembly);
        //domain.RoslynCompilerService.ReferenceAssemblies.Add(typeof(Ship).Assembly);
        //domain.RoslynCompilerService.ReferenceAssemblies.Add(typeof(StarSystem).Assembly);
        //domain.RoslynCompilerService.ReferenceAssemblies.Add(typeof(LandableObject).Assembly);

        type = domain.CompileAndLoadMainSource(@code);

        if (proxy != null && !proxy.IsDisposed)
        {
            Debug.Log(proxy.IsDisposed);
            proxy.Dispose();
        }

        Debug.Log(gameObject.name);
        Debug.Log(type.Name);

        proxy = type.CreateInstance(gameObject);
        Debug.Log(gameObject.name);

        if (type != null)
        {
            proxy.Fields["ship"]       = ship;
            proxy.Fields["starSystem"] = starSystem;
            return(true);
        }
        else
        {
            return(false);
        }
    }
Esempio n. 29
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        // Methods
        /// <summary>
        /// Called by Unity.
        /// </summary>
        public void Awake()
        {
            QualitySettings.vSyncCount  = 0;
            Application.targetFrameRate = 30;
            //if(ScriptDomain.Active== null){

            //    Debug.Log("333333333333");
            //}

            // Create our script domain
            domain = ScriptDomain.CreateDomain("ScriptDomain", true);

            // Find start positions
            startPosition = tankObject.transform.position;
            startRotation = tankObject.transform.rotation;

            // Add listener for new button
            CodeUI.onNewClicked += (CodeUI ui) =>
            {
                Debug.Log("ddddddddd");


                // Load new file
                ui.codeEditor.text = Resources.Load <TextAsset>(newTemplate).text;
            };

            // Add listener for example button
            CodeUI.onLoadClicked += (CodeUI ui) =>
            {
                // Load example file
                ui.codeEditor.text = Resources.Load <TextAsset>(exampleTemplate).text;
            };

            CodeUI.onCompileClicked += (CodeUI ui) =>
            {
                // Try to run the script
                RunTankScript(ui.codeEditor.text);
            };
        }
Esempio n. 30
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        /// <summary>
        /// Called by Unity.
        /// </summary>
        public void Start()
        {
            // Create the domain
            domain = ScriptDomain.CreateDomain("MazeCrawlerCode", true);

            // Add assembly references
            foreach (AssemblyReferenceAsset reference in assemblyReferences)
            {
                domain.RoslynCompilerService.ReferenceAssemblies.Add(reference);
            }

            if (showCompletedCodeOnStartup == true)
            {
                // Load the solution code
                runCrawlerInput.text = mazeCodeSolution.text;
            }
            else
            {
                // Load the template code
                runCrawlerInput.text = mazeCodeTemplate.text;
            }
        }
Esempio n. 31
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        // interal ctor only
        internal ScriptAssembly(ScriptDomain container, IAssembly cciAssembly)
        {
            if (container == null || cciAssembly == null)
                throw new ArgumentNullException();

            _container = container;
            _cciAssembly = cciAssembly;
            _id = GetKey(this);
        }
Esempio n. 32
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        /// <summary>
        /// Parse domain element.
        /// </summary>
        /// <param name="domainEle">Domain element.</param>
        /// <param name="domainType">Domain type.</param>
        /// <param name="nsmgr">Xml name space manager.</param>
        /// <returns>Domain list.</returns>
        private static DomainConfigList ParseDomain(XmlElement domainEle, ScriptDomain domainType,
            XmlNamespaceManager nsmgr)
        {
            DomainConfigList domainList = new DomainConfigList();
            domainList.Domain = domainType;

            XmlNode scriptsNode = domainEle.SelectSingleNode(@"tts:scripts", nsmgr);
            ParseScriptSection(scriptsNode, domainType, domainList.Items);
            
            if (domainEle.HasAttribute("sharedWithNormalDomain"))
            {
                domainList.SharedWithNormalDomain = bool.Parse(domainEle.GetAttribute("sharedWithNormalDomain"));
            }

            return domainList;
        }
Esempio n. 33
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        /// <summary>
        /// Parse scripts element.
        /// </summary>
        /// <param name="scriptsNode">Xml node.</param>
        /// <param name="domainType">Domain type.</param>
        /// <param name="items">Script range items.</param>
        private static void ParseScriptSection(XmlNode scriptsNode, ScriptDomain domainType,
            Collection<ScriptRangeItem> items)
        {
            Debug.Assert(scriptsNode != null);
            Debug.Assert(items != null);

            foreach (XmlNode node in scriptsNode.ChildNodes)
            {
                XmlElement scriptEle = node as XmlElement;
                
                string startSentenceId = scriptEle.GetAttribute("from");
                if (string.IsNullOrEmpty(startSentenceId))
                {
                    string message = Helper.NeutralFormat("Empty start sentence id");
                    throw new InvalidDataException(message);
                }

                string endSentenceId = scriptEle.GetAttribute("to");
                if (string.IsNullOrEmpty(endSentenceId))
                {
                    string message = Helper.NeutralFormat("Empty end sentence id");
                    throw new InvalidDataException(message);
                }

                if (string.Compare(startSentenceId, endSentenceId, StringComparison.Ordinal) > 0)
                {
                    string message = Helper.NeutralFormat("Start Sentence Id = [{0}] is not " +
                        "less than End Sentence Id [{1}]", startSentenceId, endSentenceId);
                    throw new InvalidDataException(message);
                }

                ScriptRangeItem item;
                item.StartSentenceId = startSentenceId;
                item.EndSentenceId = endSentenceId;
                item.Domain = domainType;

                items.Add(item);
            }
        }