mirror of
https://github.com/soarqin/DSP_Mods.git
synced 2025-12-10 07:23:28 +08:00
198 lines
6.2 KiB
C#
198 lines
6.2 KiB
C#
using System;
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using System.Collections.Generic;
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using BepInEx;
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using BepInEx.Logging;
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using HarmonyLib;
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using NLua;
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namespace LuaScriptEngine;
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[BepInPlugin(PluginInfo.PLUGIN_GUID, PluginInfo.PLUGIN_NAME, PluginInfo.PLUGIN_VERSION)]
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public class LuaScriptEngine : BaseUnityPlugin
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{
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private class Timer
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{
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public Timer(LuaFunction func, long startInterval, long repeatInterval = 0L)
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{
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_func = func;
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_repeatInterval = repeatInterval;
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_nextTick = GameMain.gameTick + startInterval;
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}
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public bool Check(long gameTick)
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{
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if (gameTick < _nextTick) return false;
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try
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{
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_func.Call();
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}
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catch (Exception e)
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{
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Logger.LogError($"Error in Lua script: {e}");
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}
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if (_repeatInterval <= 0L) return true;
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_nextTick += _repeatInterval;
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if (_nextTick < gameTick)
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_nextTick = gameTick + 1;
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return false;
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}
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private readonly LuaFunction _func;
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private readonly long _repeatInterval;
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private long _nextTick;
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}
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public new static readonly ManualLogSource Logger =
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BepInEx.Logging.Logger.CreateLogSource(PluginInfo.PLUGIN_NAME);
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private Harmony _harmony;
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private static readonly Lua LuaState = new();
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private static readonly List<LuaFunction> PreUpdateFuncs = [];
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private static readonly List<LuaFunction> PostUpdateFuncs = [];
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private static readonly List<LuaFunction> PreGameBeginFuncs = [];
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private static readonly List<LuaFunction> PostGameBeginFuncs = [];
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private static readonly List<LuaFunction> PreGameEndFuncs = [];
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private static readonly List<LuaFunction> PostGameEndFuncs = [];
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private static readonly List<Timer> Timers = [];
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private static readonly List<int> RemovedTimers = [];
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private void Awake()
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{
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LuaState.LoadCLRPackage();
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LuaState.DoString("import('Assembly-CSharp')");
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LuaState["register_callback"] = (string tp, bool pre, LuaFunction action) =>
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{
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switch (tp)
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{
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case "update":
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(pre ? PreUpdateFuncs : PostUpdateFuncs).Add(action);
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break;
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case "game_begin":
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(pre ? PreGameBeginFuncs : PostGameBeginFuncs).Add(action);
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break;
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case "game_end":
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(pre ? PreGameEndFuncs : PostGameEndFuncs).Add(action);
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break;
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}
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};
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LuaState["add_timer"] = int(LuaFunction func, long firstInterval, long repeatInterval) =>
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{
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var timer = new Timer(func, firstInterval, repeatInterval);
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if (RemovedTimers.Count <= 0)
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{
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Timers.Add(timer);
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return Timers.Count - 1;
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}
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var index = RemovedTimers[RemovedTimers.Count - 1];
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Timers[index] = timer;
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RemovedTimers.RemoveAt(RemovedTimers.Count - 1);
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return index;
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};
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LuaState["remove_timer"] = void (int index) =>
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{
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if (index < 0 || index >= Timers.Count) return;
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Timers[index] = null;
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RemovedTimers.Add(index);
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};
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var assemblyPath = System.IO.Path.Combine(
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System.IO.Path.GetDirectoryName(System.Reflection.Assembly.GetExecutingAssembly().Location)!,
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"scripts"
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);
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foreach (var file in System.IO.Directory.GetFiles(assemblyPath, "*.lua"))
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{
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Logger.LogInfo($"Loading Lua script: {file}");
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LuaState.DoFile(file);
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}
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_harmony = Harmony.CreateAndPatchAll(typeof(Patches));
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}
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private void OnDestroy()
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{
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RemovedTimers.Clear();
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Timers.Clear();
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PreUpdateFuncs.Clear();
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PostUpdateFuncs.Clear();
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PreGameBeginFuncs.Clear();
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PostGameBeginFuncs.Clear();
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PreGameEndFuncs.Clear();
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PostGameEndFuncs.Clear();
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_harmony?.UnpatchSelf();
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LuaState.Dispose();
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}
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private static class Patches
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{
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private static void LoopCall(List<LuaFunction> funcs)
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{
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foreach (var func in funcs)
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{
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try
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{
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func.Call();
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}
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catch (Exception e)
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{
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Logger.LogError($"Error in Lua script: {e}");
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}
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}
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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(GameMain), nameof(GameMain.FixedUpdate))]
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private static void GameMain_FixedUpdate_Prefix()
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{
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if (Timers.Count > 0)
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{
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var gameTick = GameMain.gameTick;
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for (var index = Timers.Count - 1; index >= 0; index--)
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{
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var timer = Timers[index];
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if (timer == null || !timer.Check(gameTick)) continue;
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Timers[index] = null;
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RemovedTimers.Add(index);
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}
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}
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LoopCall(PreUpdateFuncs);
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}
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[HarmonyPostfix]
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[HarmonyPatch(typeof(GameMain), nameof(GameMain.FixedUpdate))]
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private static void GameMain_FixedUpdate_Postfix()
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{
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LoopCall(PostUpdateFuncs);
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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(GameMain), nameof(GameMain.Begin))]
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private static void GameMain_Begin_Prefix()
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{
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LoopCall(PreGameBeginFuncs);
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}
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[HarmonyPostfix]
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[HarmonyPatch(typeof(GameMain), nameof(GameMain.Begin))]
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private static void GameMain_Begin_Postfix()
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{
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LoopCall(PostGameBeginFuncs);
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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(GameMain), nameof(GameMain.End))]
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private static void GameMain_End_Prefix()
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{
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LoopCall(PreGameEndFuncs);
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}
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[HarmonyPostfix]
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[HarmonyPatch(typeof(GameMain), nameof(GameMain.End))]
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private static void GameMain_End_Postfix()
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{
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LoopCall(PostGameEndFuncs);
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}
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}
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} |