Console Fix

Console now properly trims non alphanumeric characters from arguments before running the command
spawn command is working
This commit is contained in:
hyperion51 2020-04-28 04:21:04 +01:00
commit e9b32dec0b
5 changed files with 80 additions and 37 deletions

View file

@ -9,12 +9,14 @@ using System.Linq;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Text;
using System.Text.RegularExpressions;
using UnityEngine.SceneManagement;
using Object = UnityEngine.Object;
public class ConsoleController
{
private static ConsoleController instance;
private static Regex permittedCharacters = new Regex("[^a-zA-Z0-9 -]");
private ConsoleController()
{
@ -105,6 +107,11 @@ public class ConsoleController
}
char[] parmCharsArr = new char[parmChars.Count];
parmChars.CopyTo(parmCharsArr, 0);
return (new string(parmCharsArr)).Split(new char[] {'\n'}, StringSplitOptions.RemoveEmptyEntries);
var args = new string(parmCharsArr).Split(new[] {'\n'}, StringSplitOptions.RemoveEmptyEntries);
for (var i = 0; i < args.Length; i++)
{
args[i] = permittedCharacters.Replace(args[i], "");
}
return args;
}
}

View file

@ -153,7 +153,7 @@ public class StrategyGameManager : MonoBehaviour
// Parse first argument as hull name, default to Fighter if argument missing
HullData hullData;
if (args.Length > 0)
if (args.Length > 1)
{
hullData = _cache.GetAll<HullData>().FirstOrDefault(h => h.Name == args[0]);
if (hullData == null)
@ -169,9 +169,9 @@ public class StrategyGameManager : MonoBehaviour
var hull = _context.CreateInstance(hullData.ID, .9f) as Gear;
List<Gear> gear = new List<Gear>();
if (args.Length > 1)
if (args.Length > 2)
{
foreach (string arg in args.Skip(1))
foreach (string arg in args.Skip(2))
{
var gearData = _cache.GetAll<GearData>().FirstOrDefault(h => h.Name == arg);
if (gearData == null)
@ -184,21 +184,33 @@ public class StrategyGameManager : MonoBehaviour
}
else
{
var thrusterData = _cache.GetAll<GearData>().FirstOrDefault(g => g.Behaviors.Any(b => b is ThrusterData));
var thruster = _context.CreateInstance(thrusterData.ID, .9f) as Gear;
gear.Add(thruster);
// If no gear arguments supplied and we're spawning a ship, get the first thruster and put it in
if (args[0] == "ship")
{
var thrusterData = _cache.GetAll<GearData>().FirstOrDefault(g => g.Behaviors.Any(b => b is ThrusterData));
var thruster = _context.CreateInstance(thrusterData.ID, .9f) as Gear;
gear.Add(thruster);
}
}
var entity = new Ship(_context, hull, gear, Enumerable.Empty<ItemInstance>());
var shipData = new ShipData // TODO: Better database entry for ships?
if (args[0] == "ship")
{
ID = Guid.NewGuid()
};
_cache.Add(shipData);
_context.ZoneContents[zoneData][shipData] = entity;
_context.Agents.Add(new AgentController(_context, zoneData, entity));
var zoneShip = Instantiate(ZoneShipPrefab, ZoneRoot);
zoneShip.Label.text = $"Ship {_zoneShips.Count}";
_zoneShips[entity] = zoneShip;
var entity = new Ship(_context, hull, gear, Enumerable.Empty<ItemInstance>());
var shipData = new ShipData // TODO: Better database entry for ships?
{
ID = Guid.NewGuid()
};
_cache.Add(shipData);
_context.ZoneContents[zoneData][shipData] = entity;
_context.Agents.Add(new AgentController(_context, zoneData, entity));
var zoneShip = Instantiate(ZoneShipPrefab, ZoneRoot);
zoneShip.Label.text = $"Ship {_zoneShips.Count}";
_zoneShips[entity] = zoneShip;
}
else
{
Debug.Log($"Unknown entity type: \"{args[0]}\"");
}
}
private void Update()

View file

@ -13,10 +13,20 @@ using static Unity.Mathematics.math;
public static class UnityExtensions
{
public static void BroadcastAll(string fun, System.Object msg) {
GameObject[] gos = (GameObject[])GameObject.FindObjectsOfType(typeof(GameObject));
foreach (GameObject go in gos) {
if (go && go.transform.parent == null) {
go.gameObject.BroadcastMessageExt<MonoBehaviour>(fun, msg, SendMessageOptions.DontRequireReceiver);
}
}
}
public static void BroadcastMessageExt<T>(this GameObject go, string methodName, object value = null, SendMessageOptions options = SendMessageOptions.RequireReceiver)
{
var monoList = new List<T>();
go.GetComponentsInChildren(true, monoList);
//monoList.Add();
foreach (var component in monoList)
{
try