├── Src
├── dlls
│ └── UnityEngine.dll
├── ResolveSubset.cs
├── ResolveScene.cs
├── InjectAttribute.cs
├── Properties
│ └── AssemblyInfo.cs
├── Unity-Dependency-Injection.csproj
└── DependencyResolver.cs
├── README.md
├── Unity-Dependency-Injection.sln
├── LICENSE
├── .gitattributes
└── .gitignore
/Src/dlls/UnityEngine.dll:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/Real-Serious-Games/Unity-Dependency-Injection/HEAD/Src/dlls/UnityEngine.dll
--------------------------------------------------------------------------------
/Src/ResolveSubset.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | ///
5 | /// Resolves dependencies only for the game object that it is attached to (and all its children).
6 | ///
7 | public class ResolveSubset : MonoBehaviour
8 | {
9 | ///
10 | /// Resolve subset dependencies on awake.
11 | ///
12 | void Awake()
13 | {
14 | var dependencyResolver = new DependencyResolver();
15 | dependencyResolver.Resolve(this.gameObject);
16 | }
17 | }
18 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # Unity-Dependency-Injection
2 |
3 | A simple scene-based dependency injection system for Unity.
4 |
5 | A series of articles on DI for Unity has been published on [What Could Possibly Go Wrong](http://www.what-could-possibly-go-wrong.com/dependency-injection-for-unity-part-1/?utm_source=ash&utm_medium=github&utm_campaign=dependency-injection).
6 |
7 | Example Unity project can be found here: [https://github.com/Real-Serious-Games/Unity-Dependency-Injection](https://github.com/Real-Serious-Games/Unity-Dependency-Injection-Example).
8 |
--------------------------------------------------------------------------------
/Src/ResolveScene.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using System.Collections;
3 | using UnityEngine.SceneManagement;
4 | using System.Collections.Generic;
5 | using System.Linq;
6 | using System.Reflection;
7 | using System;
8 |
9 | ///
10 | /// Resolves dependencies for the entire scene.
11 | ///
12 | public class ResolveScene : MonoBehaviour
13 | {
14 | ///
15 | /// Resolve scene dependencies on awake.
16 | ///
17 | void Awake()
18 | {
19 | var dependencyResolver = new DependencyResolver();
20 | dependencyResolver.ResolveScene();
21 | }
22 | }
23 |
24 |
--------------------------------------------------------------------------------
/Src/InjectAttribute.cs:
--------------------------------------------------------------------------------
1 | using System;
2 |
3 | public enum InjectFrom
4 | {
5 | ///
6 | /// Inject from the hierarchy above the current game object.
7 | ///
8 | Above,
9 |
10 | ///
11 | /// Inject from anywhere in the scene.
12 | ///
13 | Anywhere
14 | }
15 |
16 | ///
17 | /// Attribute that indentifies dependencies to be injected, aka injection points.
18 | ///
19 | public class InjectAttribute : Attribute
20 | {
21 | ///
22 | /// Indentifies where the dependency can be injected from.
23 | ///
24 | public InjectFrom InjectFrom { get; private set; }
25 |
26 | public InjectAttribute(InjectFrom injectFrom)
27 | {
28 | this.InjectFrom = injectFrom;
29 | }
30 | }
31 |
32 |
--------------------------------------------------------------------------------
/Unity-Dependency-Injection.sln:
--------------------------------------------------------------------------------
1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio 14
4 | VisualStudioVersion = 14.0.25123.0
5 | MinimumVisualStudioVersion = 10.0.40219.1
6 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Unity-Dependency-Injection", "Src\Unity-Dependency-Injection.csproj", "{E872AA21-9BD1-4B59-9459-2632327D3D4F}"
7 | EndProject
8 | Global
9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
10 | Debug|Any CPU = Debug|Any CPU
11 | Release|Any CPU = Release|Any CPU
12 | EndGlobalSection
13 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
14 | {E872AA21-9BD1-4B59-9459-2632327D3D4F}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
15 | {E872AA21-9BD1-4B59-9459-2632327D3D4F}.Debug|Any CPU.Build.0 = Debug|Any CPU
16 | {E872AA21-9BD1-4B59-9459-2632327D3D4F}.Release|Any CPU.ActiveCfg = Release|Any CPU
17 | {E872AA21-9BD1-4B59-9459-2632327D3D4F}.Release|Any CPU.Build.0 = Release|Any CPU
18 | EndGlobalSection
19 | GlobalSection(SolutionProperties) = preSolution
20 | HideSolutionNode = FALSE
21 | EndGlobalSection
22 | EndGlobal
23 |
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
1 | MIT License
2 |
3 | Copyright (c) 2016 Real Serious Games
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
--------------------------------------------------------------------------------
/Src/Properties/AssemblyInfo.cs:
--------------------------------------------------------------------------------
1 | using System.Reflection;
2 | using System.Runtime.CompilerServices;
3 | using System.Runtime.InteropServices;
4 |
5 | // General Information about an assembly is controlled through the following
6 | // set of attributes. Change these attribute values to modify the information
7 | // associated with an assembly.
8 | [assembly: AssemblyTitle("Unity-Dependency-Injection")]
9 | [assembly: AssemblyDescription("")]
10 | [assembly: AssemblyConfiguration("")]
11 | [assembly: AssemblyCompany("")]
12 | [assembly: AssemblyProduct("Unity-Dependency-Injection")]
13 | [assembly: AssemblyCopyright("Copyright © 2016")]
14 | [assembly: AssemblyTrademark("")]
15 | [assembly: AssemblyCulture("")]
16 |
17 | // Setting ComVisible to false makes the types in this assembly not visible
18 | // to COM components. If you need to access a type in this assembly from
19 | // COM, set the ComVisible attribute to true on that type.
20 | [assembly: ComVisible(false)]
21 |
22 | // The following GUID is for the ID of the typelib if this project is exposed to COM
23 | [assembly: Guid("e872aa21-9bd1-4b59-9459-2632327d3d4f")]
24 |
25 | // Version information for an assembly consists of the following four values:
26 | //
27 | // Major Version
28 | // Minor Version
29 | // Build Number
30 | // Revision
31 | //
32 | // You can specify all the values or you can default the Build and Revision Numbers
33 | // by using the '*' as shown below:
34 | // [assembly: AssemblyVersion("1.0.*")]
35 | [assembly: AssemblyVersion("1.0.0.0")]
36 | [assembly: AssemblyFileVersion("1.0.0.0")]
37 |
--------------------------------------------------------------------------------
/.gitattributes:
--------------------------------------------------------------------------------
1 | ###############################################################################
2 | # Set default behavior to automatically normalize line endings.
3 | ###############################################################################
4 | * text=auto
5 |
6 | ###############################################################################
7 | # Set default behavior for command prompt diff.
8 | #
9 | # This is need for earlier builds of msysgit that does not have it on by
10 | # default for csharp files.
11 | # Note: This is only used by command line
12 | ###############################################################################
13 | #*.cs diff=csharp
14 |
15 | ###############################################################################
16 | # Set the merge driver for project and solution files
17 | #
18 | # Merging from the command prompt will add diff markers to the files if there
19 | # are conflicts (Merging from VS is not affected by the settings below, in VS
20 | # the diff markers are never inserted). Diff markers may cause the following
21 | # file extensions to fail to load in VS. An alternative would be to treat
22 | # these files as binary and thus will always conflict and require user
23 | # intervention with every merge. To do so, just uncomment the entries below
24 | ###############################################################################
25 | #*.sln merge=binary
26 | #*.csproj merge=binary
27 | #*.vbproj merge=binary
28 | #*.vcxproj merge=binary
29 | #*.vcproj merge=binary
30 | #*.dbproj merge=binary
31 | #*.fsproj merge=binary
32 | #*.lsproj merge=binary
33 | #*.wixproj merge=binary
34 | #*.modelproj merge=binary
35 | #*.sqlproj merge=binary
36 | #*.wwaproj merge=binary
37 |
38 | ###############################################################################
39 | # behavior for image files
40 | #
41 | # image files are treated as binary by default.
42 | ###############################################################################
43 | #*.jpg binary
44 | #*.png binary
45 | #*.gif binary
46 |
47 | ###############################################################################
48 | # diff behavior for common document formats
49 | #
50 | # Convert binary document formats to text before diffing them. This feature
51 | # is only available from the command line. Turn it on by uncommenting the
52 | # entries below.
53 | ###############################################################################
54 | #*.doc diff=astextplain
55 | #*.DOC diff=astextplain
56 | #*.docx diff=astextplain
57 | #*.DOCX diff=astextplain
58 | #*.dot diff=astextplain
59 | #*.DOT diff=astextplain
60 | #*.pdf diff=astextplain
61 | #*.PDF diff=astextplain
62 | #*.rtf diff=astextplain
63 | #*.RTF diff=astextplain
64 |
--------------------------------------------------------------------------------
/Src/Unity-Dependency-Injection.csproj:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 | Debug
6 | AnyCPU
7 | {E872AA21-9BD1-4B59-9459-2632327D3D4F}
8 | Library
9 | Properties
10 | Unity_Dependency_Injection
11 | Unity-Dependency-Injection
12 | v3.5
13 | 512
14 |
15 |
16 |
17 | true
18 | full
19 | false
20 | bin\Debug\
21 | DEBUG;TRACE
22 | prompt
23 | 4
24 |
25 |
26 | pdbonly
27 | true
28 | bin\Release\
29 | TRACE
30 | prompt
31 | 4
32 |
33 |
34 |
35 |
36 |
37 |
38 |
39 |
40 |
41 | dlls\UnityEngine.dll
42 |
43 |
44 |
45 |
46 |
47 |
48 |
49 |
50 |
51 |
52 |
59 |
--------------------------------------------------------------------------------
/.gitignore:
--------------------------------------------------------------------------------
1 | ## Ignore Visual Studio temporary files, build results, and
2 | ## files generated by popular Visual Studio add-ons.
3 |
4 | # User-specific files
5 | *.suo
6 | *.user
7 | *.userosscache
8 | *.sln.docstates
9 |
10 | # User-specific files (MonoDevelop/Xamarin Studio)
11 | *.userprefs
12 |
13 | # Build results
14 | [Dd]ebug/
15 | [Dd]ebugPublic/
16 | [Rr]elease/
17 | [Rr]eleases/
18 | [Xx]64/
19 | [Xx]86/
20 | [Bb]uild/
21 | bld/
22 | [Bb]in/
23 | [Oo]bj/
24 |
25 | # Visual Studio 2015 cache/options directory
26 | .vs/
27 | # Uncomment if you have tasks that create the project's static files in wwwroot
28 | #wwwroot/
29 |
30 | # MSTest test Results
31 | [Tt]est[Rr]esult*/
32 | [Bb]uild[Ll]og.*
33 |
34 | # NUNIT
35 | *.VisualState.xml
36 | TestResult.xml
37 |
38 | # Build Results of an ATL Project
39 | [Dd]ebugPS/
40 | [Rr]eleasePS/
41 | dlldata.c
42 |
43 | # DNX
44 | project.lock.json
45 | artifacts/
46 |
47 | *_i.c
48 | *_p.c
49 | *_i.h
50 | *.ilk
51 | *.meta
52 | *.obj
53 | *.pch
54 | *.pdb
55 | *.pgc
56 | *.pgd
57 | *.rsp
58 | *.sbr
59 | *.tlb
60 | *.tli
61 | *.tlh
62 | *.tmp
63 | *.tmp_proj
64 | *.log
65 | *.vspscc
66 | *.vssscc
67 | .builds
68 | *.pidb
69 | *.svclog
70 | *.scc
71 |
72 | # Chutzpah Test files
73 | _Chutzpah*
74 |
75 | # Visual C++ cache files
76 | ipch/
77 | *.aps
78 | *.ncb
79 | *.opendb
80 | *.opensdf
81 | *.sdf
82 | *.cachefile
83 | *.VC.db
84 |
85 | # Visual Studio profiler
86 | *.psess
87 | *.vsp
88 | *.vspx
89 | *.sap
90 |
91 | # TFS 2012 Local Workspace
92 | $tf/
93 |
94 | # Guidance Automation Toolkit
95 | *.gpState
96 |
97 | # ReSharper is a .NET coding add-in
98 | _ReSharper*/
99 | *.[Rr]e[Ss]harper
100 | *.DotSettings.user
101 |
102 | # JustCode is a .NET coding add-in
103 | .JustCode
104 |
105 | # TeamCity is a build add-in
106 | _TeamCity*
107 |
108 | # DotCover is a Code Coverage Tool
109 | *.dotCover
110 |
111 | # NCrunch
112 | _NCrunch_*
113 | .*crunch*.local.xml
114 | nCrunchTemp_*
115 |
116 | # MightyMoose
117 | *.mm.*
118 | AutoTest.Net/
119 |
120 | # Web workbench (sass)
121 | .sass-cache/
122 |
123 | # Installshield output folder
124 | [Ee]xpress/
125 |
126 | # DocProject is a documentation generator add-in
127 | DocProject/buildhelp/
128 | DocProject/Help/*.HxT
129 | DocProject/Help/*.HxC
130 | DocProject/Help/*.hhc
131 | DocProject/Help/*.hhk
132 | DocProject/Help/*.hhp
133 | DocProject/Help/Html2
134 | DocProject/Help/html
135 |
136 | # Click-Once directory
137 | publish/
138 |
139 | # Publish Web Output
140 | *.[Pp]ublish.xml
141 | *.azurePubxml
142 |
143 | # TODO: Un-comment the next line if you do not want to checkin
144 | # your web deploy settings because they may include unencrypted
145 | # passwords
146 | #*.pubxml
147 | *.publishproj
148 |
149 | # NuGet Packages
150 | *.nupkg
151 | # The packages folder can be ignored because of Package Restore
152 | **/packages/*
153 | # except build/, which is used as an MSBuild target.
154 | !**/packages/build/
155 | # Uncomment if necessary however generally it will be regenerated when needed
156 | #!**/packages/repositories.config
157 | # NuGet v3's project.json files produces more ignoreable files
158 | *.nuget.props
159 | *.nuget.targets
160 |
161 | # Microsoft Azure Build Output
162 | csx/
163 | *.build.csdef
164 |
165 | # Microsoft Azure Emulator
166 | ecf/
167 | rcf/
168 |
169 | # Microsoft Azure ApplicationInsights config file
170 | ApplicationInsights.config
171 |
172 | # Windows Store app package directory
173 | AppPackages/
174 | BundleArtifacts/
175 |
176 | # Visual Studio cache files
177 | # files ending in .cache can be ignored
178 | *.[Cc]ache
179 | # but keep track of directories ending in .cache
180 | !*.[Cc]ache/
181 |
182 | # Others
183 | ClientBin/
184 | [Ss]tyle[Cc]op.*
185 | ~$*
186 | *~
187 | *.dbmdl
188 | *.dbproj.schemaview
189 | *.pfx
190 | *.publishsettings
191 | node_modules/
192 | orleans.codegen.cs
193 |
194 | # RIA/Silverlight projects
195 | Generated_Code/
196 |
197 | # Backup & report files from converting an old project file
198 | # to a newer Visual Studio version. Backup files are not needed,
199 | # because we have git ;-)
200 | _UpgradeReport_Files/
201 | Backup*/
202 | UpgradeLog*.XML
203 | UpgradeLog*.htm
204 |
205 | # SQL Server files
206 | *.mdf
207 | *.ldf
208 |
209 | # Business Intelligence projects
210 | *.rdl.data
211 | *.bim.layout
212 | *.bim_*.settings
213 |
214 | # Microsoft Fakes
215 | FakesAssemblies/
216 |
217 | # GhostDoc plugin setting file
218 | *.GhostDoc.xml
219 |
220 | # Node.js Tools for Visual Studio
221 | .ntvs_analysis.dat
222 |
223 | # Visual Studio 6 build log
224 | *.plg
225 |
226 | # Visual Studio 6 workspace options file
227 | *.opt
228 |
229 | # Visual Studio LightSwitch build output
230 | **/*.HTMLClient/GeneratedArtifacts
231 | **/*.DesktopClient/GeneratedArtifacts
232 | **/*.DesktopClient/ModelManifest.xml
233 | **/*.Server/GeneratedArtifacts
234 | **/*.Server/ModelManifest.xml
235 | _Pvt_Extensions
236 |
237 | # LightSwitch generated files
238 | GeneratedArtifacts/
239 | ModelManifest.xml
240 |
241 | # Paket dependency manager
242 | .paket/paket.exe
243 |
244 | # FAKE - F# Make
245 | .fake/
--------------------------------------------------------------------------------
/Src/DependencyResolver.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Reflection;
5 | using System.Text;
6 | using UnityEngine;
7 |
8 | ///
9 | /// Helper class that resolves dependencies in the Unity scene.
10 | ///
11 | public class DependencyResolver
12 | {
13 | ///
14 | /// Enumerate the scene and find objects of interest to the dependency resolver.
15 | ///
16 | /// WARNING: This function can be expensive. Call it only once and cache the result if you need it.
17 | ///
18 | public void FindObjects(IEnumerable allGameObjects, List injectables)
19 | {
20 | foreach (var gameObject in allGameObjects)
21 | {
22 | foreach (var component in gameObject.GetComponents())
23 | {
24 | var componentType = component.GetType();
25 | var hasInjectableProperties = componentType.GetProperties()
26 | .Where(IsMemberInjectable)
27 | .Any();
28 | if (hasInjectableProperties)
29 | {
30 | injectables.Add(component);
31 | }
32 | else
33 | {
34 | var hasInjectableFields = componentType.GetFields()
35 | .Where(IsMemberInjectable)
36 | .Any();
37 | if (hasInjectableFields)
38 | {
39 | injectables.Add(component);
40 | }
41 | }
42 |
43 | if (componentType.GetProperties(BindingFlags.NonPublic | BindingFlags.Instance)
44 | .Where(IsMemberInjectable)
45 | .Any())
46 | {
47 | Debug.LogError("Private properties should not be marked with [Inject] atttribute!", component);
48 | }
49 |
50 | if (componentType.GetFields(BindingFlags.NonPublic | BindingFlags.Instance)
51 | .Where(IsMemberInjectable)
52 | .Any())
53 | {
54 | Debug.LogError("Private fields should not be marked with [Inject] atttribute!", component);
55 | }
56 | }
57 | }
58 | }
59 |
60 | ///
61 | /// Determine if a member requires dependency resolution, checks if it has the 'Inject' attribute.
62 | ///
63 | private bool IsMemberInjectable(MemberInfo member)
64 | {
65 | return member.GetCustomAttributes(true)
66 | .Where(attribute => attribute is InjectAttribute)
67 | .Count() > 0;
68 | }
69 |
70 | ///
71 | /// Use C# reflection to find all members of an object that require dependency resolution and injection.
72 | ///
73 | private IEnumerable FindInjectableMembers(MonoBehaviour injectable)
74 | {
75 | var type = injectable.GetType();
76 | var injectableProperties = type.GetProperties()
77 | .Where(IsMemberInjectable)
78 | .Select(property => new InjectableProperty(property))
79 | .Cast();
80 |
81 | var injectableFields = type.GetFields()
82 | .Where(IsMemberInjectable)
83 | .Select(field => new InjectableField(field))
84 | .Cast();
85 |
86 | return injectableProperties.Concat(injectableFields);
87 | }
88 |
89 | ///
90 | /// Get the ancestors from a particular Game Object. This means the parent object, the grand parent and so on up to the root of the hierarchy.
91 | ///
92 | private IEnumerable GetAncestors(GameObject fromGameObject)
93 | {
94 | for (var parent = fromGameObject.transform.parent; parent != null; parent = parent.parent)
95 | {
96 | yield return parent.gameObject; // Mmmmm... LINQ.
97 | }
98 | }
99 |
100 | ///
101 | /// Find matching dependencies at a particular level in the hiearchy.
102 | ///
103 | private IEnumerable FindMatchingDependendencies(Type injectionType, GameObject gameObject)
104 | {
105 | foreach (var component in gameObject.GetComponents())
106 | {
107 | if (injectionType.IsAssignableFrom(component.GetType()))
108 | {
109 | yield return component;
110 | }
111 | }
112 | }
113 |
114 | ///
115 | /// Find a single matching dependency at a particular level in the hierarchy.
116 | /// Returns null if none or multiple were found.
117 | ///
118 | private MonoBehaviour FindMatchingDependency(Type injectionType, GameObject gameObject, MonoBehaviour injectable)
119 | {
120 | var matchingDependencies = FindMatchingDependendencies(injectionType, gameObject).ToArray();
121 | if (matchingDependencies.Length == 1)
122 | {
123 | // A single matching dep was found.
124 | return matchingDependencies[0];
125 | }
126 |
127 | if (matchingDependencies.Length == 0)
128 | {
129 | // No deps were found.
130 | return null;
131 | }
132 |
133 | Debug.LogError(
134 | "Found multiple hierarchy dependencies that match injection type " + injectionType.Name + " to be injected into '" + injectable.name + "'. See following warnings.",
135 | injectable
136 | );
137 |
138 | foreach (var dependency in matchingDependencies)
139 | {
140 | Debug.LogWarning(" Duplicate dependencies: '" + dependency.name + "'.", dependency);
141 | }
142 |
143 | return null;
144 | }
145 |
146 | ///
147 | /// Walk up the hierarchy (towards the root) and find an injectable dependency that matches the specified type.
148 | ///
149 | private MonoBehaviour FindDependencyInHierarchy(Type injectionType, MonoBehaviour injectable)
150 | {
151 | foreach (var ancestor in GetAncestors(injectable.gameObject))
152 | {
153 | var dependency = FindMatchingDependency(injectionType, ancestor, injectable);
154 | if (dependency != null)
155 | {
156 | return dependency;
157 | }
158 | }
159 |
160 | return null;
161 | }
162 |
163 | ///
164 | /// Represents a member (property or field) of an object that have a dependency injected.
165 | ///
166 | public interface IInjectableMember
167 | {
168 | ///
169 | /// The one thing we want to do is set the value of the member.
170 | ///
171 | void SetValue(object owner, object value);
172 |
173 | ///
174 | /// Get the name of the member.
175 | ///
176 | string Name { get; }
177 |
178 | ///
179 | /// Get the type of the member.
180 | ///
181 | Type MemberType { get; }
182 |
183 | ///
184 | /// The category of the member (field or property).
185 | ///
186 | string Category { get; }
187 |
188 | ///
189 | /// Specifies where the dependency is allowed to be injected from.
190 | ///
191 | InjectFrom InjectFrom { get; }
192 | }
193 |
194 | ///
195 | /// Represents a property of an object that have a dependency injected.
196 | ///
197 | public class InjectableProperty : IInjectableMember
198 | {
199 | private PropertyInfo propertyInfo;
200 |
201 | public InjectableProperty(PropertyInfo propertyInfo)
202 | {
203 | this.propertyInfo = propertyInfo;
204 | var injectAttribute = propertyInfo.GetCustomAttributes(typeof(InjectAttribute), false)
205 | .Cast()
206 | .Single();
207 | this.InjectFrom = injectAttribute.InjectFrom;
208 | }
209 |
210 | ///
211 | /// The one thing we want to do is set the value of the member.
212 | ///
213 | public void SetValue(object owner, object value)
214 | {
215 | propertyInfo.SetValue(owner, value, null);
216 | }
217 |
218 | ///
219 | /// Get the name of the member.
220 | ///
221 | public string Name
222 | {
223 | get
224 | {
225 | return propertyInfo.Name;
226 | }
227 | }
228 |
229 | ///
230 | /// Get the type of the member.
231 | ///
232 | public Type MemberType
233 | {
234 | get
235 | {
236 | return propertyInfo.PropertyType;
237 | }
238 | }
239 |
240 | ///
241 | /// The category of the member (field or property).
242 | ///
243 | public string Category
244 | {
245 | get
246 | {
247 | return "property";
248 | }
249 | }
250 |
251 | ///
252 | /// Specifies where the dependency is allowed to be injected from.
253 | ///
254 | public InjectFrom InjectFrom
255 | {
256 | get;
257 | private set;
258 | }
259 | }
260 |
261 | ///
262 | /// Represents a field of an object that have a dependency injected.
263 | ///
264 | public class InjectableField : IInjectableMember
265 | {
266 | private FieldInfo fieldInfo;
267 |
268 | public InjectableField(FieldInfo fieldInfo)
269 | {
270 | this.fieldInfo = fieldInfo;
271 | var injectAttribute = fieldInfo.GetCustomAttributes(typeof(InjectAttribute), false)
272 | .Cast()
273 | .Single();
274 | this.InjectFrom = injectAttribute.InjectFrom;
275 | }
276 |
277 | ///
278 | /// The one thing we want to do is set the value of the member.
279 | ///
280 | public void SetValue(object owner, object value)
281 | {
282 | fieldInfo.SetValue(owner, value);
283 | }
284 |
285 | ///
286 | /// Get the name of the member.
287 | ///
288 | public string Name
289 | {
290 | get
291 | {
292 | return fieldInfo.Name;
293 | }
294 | }
295 |
296 | ///
297 | /// Get the type of the member.
298 | ///
299 | public Type MemberType
300 | {
301 | get
302 | {
303 | return fieldInfo.FieldType;
304 | }
305 | }
306 |
307 | ///
308 | /// The category of the member (field or property).
309 | ///
310 | public string Category
311 | {
312 | get
313 | {
314 | return "field";
315 | }
316 | }
317 |
318 | ///
319 | /// Specifies where the dependency is allowed to be injected from.
320 | ///
321 | public InjectFrom InjectFrom
322 | {
323 | get;
324 | private set;
325 | }
326 | }
327 |
328 | ///
329 | /// Attempt to resolve a member dependency by scanning up the hiearchy for a MonoBehaviour that mathces the injection type.
330 | ///
331 | private bool ResolveMemberDependencyFromHierarchy(MonoBehaviour injectable, IInjectableMember injectableMember)
332 | {
333 | // Find a match in the hierarchy.
334 | var toInject = FindDependencyInHierarchy(injectableMember.MemberType, injectable);
335 | if (toInject != null)
336 | {
337 | try
338 | {
339 | Debug.Log("Injecting " + toInject.GetType().Name + " from hierarchy (GameObject: '" + toInject.gameObject.name + "') into " + injectable.GetType().Name + " at " + injectableMember.Category + " " + injectableMember.Name + " on GameObject '" + injectable.name + "'.", injectable);
340 |
341 | injectableMember.SetValue(injectable, toInject);
342 | }
343 | catch (Exception ex)
344 | {
345 | Debug.LogException(ex, injectable); // Bad type??!
346 | }
347 |
348 | return true;
349 | }
350 | else
351 | {
352 | // Failed to find a match.
353 | return false;
354 | }
355 | }
356 |
357 | ///
358 | /// Attempt to resolve a member dependency from anywhere in the scene.
359 | /// Returns false is no such dependency was found.
360 | ///
361 | private bool ResolveMemberDependencyFromAnywhere(MonoBehaviour injectable, IInjectableMember injectableMember)
362 | {
363 | if (injectableMember.MemberType.IsArray)
364 | {
365 | return ResolveArrayDependencyFromAnywhere(injectable, injectableMember);
366 | }
367 | else
368 | {
369 | return ResolveObjectDependencyFromAnywhere(injectable, injectableMember);
370 | }
371 | }
372 |
373 | ///
374 | /// Resolve an array dependency from objects anywhere in the scene.
375 | ///
376 | private static bool ResolveArrayDependencyFromAnywhere(MonoBehaviour injectable, IInjectableMember injectableMember)
377 | {
378 | var elementType = injectableMember.MemberType.GetElementType();
379 | var toInject = GameObject.FindObjectsOfType(elementType);
380 | if (toInject != null)
381 | {
382 | try
383 | {
384 | Debug.Log("Injecting array of " + toInject.Length + " elements into " + injectable.GetType().Name + " at " + injectableMember.Category + " " + injectableMember.Name + " on GameObject '" + injectable.name + "'.", injectable);
385 |
386 | foreach (var component in toInject.Cast())
387 | {
388 | Debug.Log("> Injecting object " + component.GetType().Name + " (GameObject: '" + component.gameObject.name + "').", injectable);
389 | }
390 |
391 | //
392 | // Create an appropriately typed array so that we don't get a type error when setting the value.
393 | //
394 | var typedArray = Array.CreateInstance(elementType, toInject.Length);
395 | Array.Copy(toInject, typedArray, toInject.Length);
396 |
397 | injectableMember.SetValue(injectable, typedArray);
398 | }
399 | catch (Exception ex)
400 | {
401 | Debug.LogException(ex, injectable);
402 | }
403 |
404 | return true;
405 | }
406 | else
407 | {
408 | return false;
409 | }
410 | }
411 |
412 | ///
413 | /// Resolve an object dependency from objects anywhere in the scene.
414 | ///
415 | private static bool ResolveObjectDependencyFromAnywhere(MonoBehaviour injectable, IInjectableMember injectableMember)
416 | {
417 | var toInject = (MonoBehaviour)GameObject.FindObjectOfType(injectableMember.MemberType);
418 | if (toInject != null)
419 | {
420 | try
421 | {
422 | Debug.Log("Injecting object " + toInject.GetType().Name + " (GameObject: '" + toInject.gameObject.name + "') into " + injectable.GetType().Name + " at " + injectableMember.Category + " " + injectableMember.Name + " on GameObject '" + injectable.name + "'.", injectable);
423 |
424 | injectableMember.SetValue(injectable, toInject);
425 | }
426 | catch (Exception ex)
427 | {
428 | Debug.LogException(ex, injectable);
429 | }
430 |
431 | return true;
432 | }
433 | else
434 | {
435 | return false;
436 | }
437 | }
438 |
439 | ///
440 | /// Resolve a member dependency and inject the resolved valued.
441 | ///
442 | private void ResolveMemberDependency(MonoBehaviour injectable, IInjectableMember injectableMember)
443 | {
444 | if (injectableMember.InjectFrom == InjectFrom.Above)
445 | {
446 | if (!ResolveMemberDependencyFromHierarchy(injectable, injectableMember))
447 | {
448 | Debug.LogError(
449 | "Failed to resolve dependency for " + injectableMember.Category + ". Member: " + injectableMember.Name + ", MonoBehaviour: " + injectable.GetType().Name + ", GameObject: " + injectable.gameObject.name + "\r\n" +
450 | "Failed to find a dependency that matches " + injectableMember.MemberType.Name + ".",
451 | injectable
452 | );
453 | }
454 | }
455 | else if (injectableMember.InjectFrom == InjectFrom.Anywhere)
456 | {
457 | if (!ResolveMemberDependencyFromAnywhere(injectable, injectableMember))
458 | {
459 | Debug.LogError(
460 | "Failed to resolve dependency for " + injectableMember.Category + ". Member: " + injectableMember.Name + ", MonoBehaviour: " + injectable.GetType().Name + ", GameObject: " + injectable.gameObject.name + "\r\n" +
461 | "Failed to find a dependency that matches " + injectableMember.MemberType.Name + ".",
462 | injectable
463 | );
464 | }
465 | }
466 | else
467 | {
468 | throw new ApplicationException("Unexpected use of InjectFrom enum: " + injectableMember.InjectFrom);
469 | }
470 | }
471 |
472 | ///
473 | /// Resolve dependenies for an 'injectable' object.
474 | ///
475 | private void ResolveDependencies(MonoBehaviour injectable)
476 | {
477 | var injectableProperties = FindInjectableMembers(injectable);
478 | foreach (var injectableMember in injectableProperties)
479 | {
480 | ResolveMemberDependency(injectable, injectableMember);
481 | }
482 | }
483 |
484 | ///
485 | /// Resolve all depenencies in the entire scene.
486 | ///
487 | public void ResolveScene()
488 | {
489 | var allGameObjects = GameObject.FindObjectsOfType();
490 | Resolve(allGameObjects);
491 | }
492 |
493 | ///
494 | /// Resolve a subset of the hierarchy downwards from a particular object.
495 | ///
496 | public void Resolve(GameObject parent)
497 | {
498 | var gameObjects = new GameObject[] { parent };
499 | Resolve(gameObjects);
500 | }
501 |
502 | ///
503 | /// Resolve dependencies for the hierarchy downwards from a set of game objects.
504 | ///
505 | public void Resolve(IEnumerable gameObjects)
506 | {
507 | var injectables = new List();
508 | FindObjects(gameObjects, injectables); // Scan the scene for objects of interest!
509 |
510 | foreach (var injectable in injectables)
511 | {
512 | ResolveDependencies(injectable);
513 | }
514 | }
515 | }
516 |
--------------------------------------------------------------------------------