コード例 #1
0
        /// <summary>
        /// Returns a new component instance if it should be created, else null.
        /// </summary>
        public bool TryCreateInstance(RunLocation runningOn, object attachedTo, out ComponentInstanceDescription result)
        {
            Log.Entered();

            result = null;
            if (!ShouldRunOn(runningOn))
            {
                return(false);
            }

            try { if (!InvokeConditionFunc(attachedTo))
                  {
                      return(false);
                  }
            }
            catch (Exception e)
            {
                Logger.Log($"Error invoking condition func from {this}: {e}", Severity.Level.ERROR);
                if (Debug)
                {
                    Notification.Notify($"Error invoking condition func for {ComponentClass.FullName}.", 10000, Severity.Level.ERROR);
                }
                return(false);
            }

            object instance;
            List <ComponentEventAction> actions;

            try
            {
                instance = CreateInstance(attachedTo);
                actions  = EventMethods.Where(x => x.ShouldRunOn(runningOn)).Select(x => x.ToEventAction(instance)).ToList();
            }
            catch (Exception e)
            {
                Logger.Log($"Error instantiating component {this}: {e}", Severity.Level.ERROR);
                if (Debug)
                {
                    Notification.Notify($"Error instantiating {ComponentClass.FullName}.", 10000, Severity.Level.ERROR);
                }
                return(false);
            }

            Log.Debug("Created instance of " + ComponentClass);

            result = new ComponentInstanceDescription()
            {
                ComponentClass    = ComponentClass,
                ComponentInstance = instance,
                EventActions      = actions,
            };
            return(true);
        }
コード例 #2
0
ファイル: Registrar.cs プロジェクト: Rynchodon/SEPC
 /// <summary>
 /// Defines a particular group to load from the given assembly when the session starts.
 /// Should be called once within game instance before a session is loaded, e.g. within IPlugin.Init().
 /// Assembly should be determined with Assembly.GetExecutingAssembly().
 /// </summary>
 /// <remarks>
 /// Assembly could default to CallingAssembly, but inlining and tail-recursion make it difficult to ensure that's coming from the right place.
 /// </remarks>
 public static void LoadOnInit(int groupId, Assembly assembly)
 {
     Log.Debug($"LoadOnInit group: {groupId}, assembly: {assembly.GetName().FullName}");
     InitGroupsByAssembly[assembly] = groupId;
 }