public static void Init(DM dm, IEnumerable <Player> players) { //Logger.ApplyLogger(); _dm = dm; _players = new List <Player>(players); foreach (Player player in _players) { foreach (Character character in player.Characters) { CharacterManager.Instance.PlayerCharacters.Add(character); } } IJSEngineRaw engineRaw = JSEngineManager.EngineRaw; engineRaw.BindType(nameof(Vec2), typeof(Vec2)); engineRaw.BindType(nameof(Vec3), typeof(Vec3)); engineRaw.BindType(nameof(Vec4), typeof(Vec4)); engineRaw.BindType(nameof(Range), typeof(Range)); engineRaw.BindType(nameof(CharacterView), typeof(CharacterView)); engineRaw.BindType(nameof(Layout), typeof(Layout)); engineRaw.BindType(nameof(GridPos), typeof(GridPos)); engineRaw.BindType(nameof(CameraEffect), typeof(CameraEffect)); engineRaw.BindType(nameof(CharacterViewEffect), typeof(CharacterViewEffect)); engineRaw.BindType(nameof(PortraitStyle), typeof(PortraitStyle)); engineRaw.BindType(nameof(SkillSituationLimit), typeof(SkillSituationLimit)); engineRaw.BindType(nameof(StuntSituationLimit), typeof(StuntSituationLimit)); engineRaw.BindType(nameof(SkillBattleMapProperty), typeof(SkillBattleMapProperty)); engineRaw.SetVar("$", _globalObject); _gameOver = false; }
public JSEngine(IJSEngineRaw engine) { _engine = engine; engine.SetVar("log", new Action <string>(Log)); }
static JSEngineManager() { _engineRaw = new JintEngine(); _engine = new JSEngine(_engineRaw); }