muddesigner/MudEngine/Runtime/ScriptFactory.cs
Scionwest_cp a365256d53 Changes project wide with this check-in.
MudCompiler:
No longer works.  Needs to be re-wrote to support the new Alpha 2.0 engine

MudDesigenr:
Removed most of the forms since we are not working on it.  Only form left is Project Manager, which will be removed shortly as well.

MudGame:
No longer runs.  All of the source code was removed due to MudEngine Alpha 2.0 source changing drastically.

MudEngine:
Alpha 2.0 source code finally checked-in.  It contains the full re-build of the engine.  A lot of new abstract classes have been added.
2011-10-01 22:20:23 -07:00

123 lines
3.9 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
namespace MudEngine.Runtime
{
public class ScriptFactory
{
//The assembly loaded that will be used.
private List<Assembly> _AssemblyCollection;
/// <summary>
/// Constructor for a Windows PC Script Factory
/// </summary>
/// <param name="assembly"></param>
public ScriptFactory(String assembly)
{
Assembly a;
_AssemblyCollection = new List<Assembly>();
//See if a file exists first with this assembly name.
if (File.Exists(assembly))
{
a = Assembly.Load(new AssemblyName(assembly));
}
//If not, then try and load it differently
else
{
a = Assembly.Load(assembly);
}
if (a == null)
return;
//Add the assembly to our assembly collection.
_AssemblyCollection.Add(a);
}
/// <summary>
/// Alternate Constructor for a Windows PC ScriptFactory
/// </summary>
/// <param name="assembly"></param>
public ScriptFactory(Assembly assembly)
{
_AssemblyCollection = new List<Assembly>();
//Add the supplied assembly to our AssemblyCollection
_AssemblyCollection.Add(assembly);
}
/// <summary>
/// Adds another assembly to the factories assembly collection.
/// </summary>
/// <param name="assembly">provides the name of the assembly, or file name that needs to be loaded.</param>
public void AddAssembly(String assembly)
{
Assembly a;
//See if a file exists first with this assembly name.
if (File.Exists(assembly))
{
a = Assembly.Load(new AssemblyName(assembly));
}
//If not, then try and load it differently
else
{
a = Assembly.Load(assembly);
}
//Add the assembly to our assembly collection.
_AssemblyCollection.Add(a);
}
/// <summary>
/// Adds another assembly to the factories assembly collection.
/// </summary>
/// <param name="assembly">Provides a reference to the assembly that will be added to the collection.</param>
public void AddAssembly (Assembly assembly)
{
//Add the supplied assembly to our AssemblyCollection
_AssemblyCollection.Add(assembly);
}
public ScriptObject GetScript(String scriptName)
{
Type script = typeof(Object);
Boolean foundScript = false;
if (_AssemblyCollection.Count == 0)
return new ScriptObject(null);
try
{
foreach (Assembly a in _AssemblyCollection)
{
//The assembly can be null if accessing after a failed compilation.
if (a == null)
continue;
foreach (Type t in a.GetTypes())
{
if (t.Name == scriptName)
{
script = t;
foundScript = true;
break;
}
}
if (foundScript)
break;
}
}
catch
{
throw new Exception("Error encounted during factory instancing of script " + scriptName + ".");
}
ScriptObject obj = new ScriptObject(Activator.CreateInstance(script));
return obj;
}
}
}