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UnityProjectServiceExtension.cs
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UnityProjectServiceExtension.cs
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//
// UnityProjectServiceExtension.cs
//
// Author:
// Levi Bard <levi@unity3d.com>
//
// Copyright (c) 2010 Unity Technologies
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
//
using System;
using System.IO;
using System.Linq;
using System.Collections.Generic;
using MonoDevelop.Ide;
using MonoDevelop.Projects;
using MonoDevelop.Core.Execution;
namespace MonoDevelop.Debugger.Soft.Unity
{
/// <summary>
/// ProjectServiceExtension to allow Unity projects to be executed under the soft debugger
/// </summary>
public class UnityProjectServiceExtension: ProjectServiceExtension
{
internal static string EditLayout = "Solution";
/// <summary>
/// Detects whether any of the given projects reference UnityEngine
/// </summary>
private static bool ReferencesUnity (IEnumerable<Project> projects)
{
return null != projects.FirstOrDefault (project =>
(project is DotNetProject) &&
null != ((DotNetProject)project).References.FirstOrDefault (reference =>
reference.Reference.Contains ("UnityEngine")
)
);
}
#region ProjectServiceExtension overrides
private bool CanExecuteProject (Project project, ExecutionContext context) {
return null != project &&
!string.IsNullOrEmpty (Util.UnityLocation) &&
(File.Exists (Util.UnityLocation) || (MonoDevelop.Core.Platform.IsMac && Directory.Exists (Util.UnityLocation))) &&
ReferencesUnity (new Project[]{ project });
}
/// <summary>
/// Flags Unity projects for debugging with this addin
/// </summary>
protected override bool CanExecute (SolutionEntityItem item, ExecutionContext context, ConfigurationSelector configuration)
{
if (CanExecuteProject (item as Project, context)) {
return context.ExecutionHandler.CanExecute (new UnityExecutionCommand (item.BaseDirectory.FullPath));
}
return base.CanExecute (item, context, configuration);
}
/// <summary>
/// Launch Unity project
/// </summary>
public override void Execute (MonoDevelop.Core.IProgressMonitor monitor, IBuildTarget item, ExecutionContext context, ConfigurationSelector configuration)
{
if (CanExecuteProject (item as Project, context)) {
DispatchService.GuiDispatch (delegate {
IdeApp.Workbench.CurrentLayout = "Debug";
IdeApp.ProjectOperations.CurrentRunOperation = context.ExecutionHandler.Execute (new UnityExecutionCommand (item.BaseDirectory.FullPath), context.ConsoleFactory.CreateConsole (true));
});
} else {
base.Execute (monitor, item, context, configuration);
}
}
public override bool GetNeedsBuilding (IBuildTarget item, ConfigurationSelector configuration)
{
if (item is WorkspaceItem){ return GetNeedsBuilding ((WorkspaceItem)item, configuration); }
if (item is Project && ReferencesUnity (new Project[]{ (Project)item }) && !Util.UnityBuild) {
return false;
}
return base.GetNeedsBuilding (item, configuration);
}
#endregion
}
/// <summary>
/// Unity execution command
/// </summary>
/// <remarks>
/// This is necessary to fake out the execution handler for an assembly project
/// </remarks>
public class UnityExecutionCommand: ExecutionCommand
{
public UnityExecutionCommand (string baseDirectory)
{
ProjectPath = baseDirectory;
}
#region implemented abstract members of MonoDevelop.Core.Execution.ExecutionCommand
public string ProjectPath {
get; private set;
}
public override string CommandString {
get{ return string.Empty; }
}
#endregion
}
}