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InjectorXLuaCustom.cs
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#if UNITY_EDITOR
using ChenPipi.CodeExecutor.Editor;
using UnityEditor;
using UnityEngine;
namespace ChenPipi.CodeExecutor.Examples
{
/// <summary>
/// 给 CodeExecutor 注入代码执行模式
/// </summary>
public static class InjectorXLuaCustom
{
/// <summary>
/// 注册 CodeExecutor 执行模式
/// </summary>
[CodeExecutorRegistration(5)]
private static void Register()
{
if (!CodeExecutorSettings.enableBuiltinExecModeXLuaCustom)
{
return;
}
// 初始化 xLua Helper
if (!ExecutionHelperXLua.isReady && !ExecutionHelperXLua.Init(InjectorXLua.XLuaAssemblyName))
{
return;
}
// 注册
CodeExecutorManager.RegisterExecMode(new ExecutionMode
{
name = "xLua (Custom)",
executor = Executor,
});
}
public static object[] Executor(string code)
{
object luaEnv = GetLuaEnv();
if (luaEnv == null)
{
if (!CodeExecutorManager.ShowNotification("This execution mode is currently unavailable"))
{
EditorUtility.DisplayDialog("CodeExecutor", "This execution mode is currently unavailable!", "OK");
}
return null;
}
object[] results = ExecutionHelperXLua.ExecuteCode(code, luaEnv);
CodeExecutorManager.ShowNotification("Executed");
return results;
}
public static object GetLuaEnv()
{
// Return your LuaEnv object
return null;
}
}
}
#endif