├── .gitignore
├── Assets
├── Scenes
│ └── Test.unity
├── Script
│ ├── PyRun.cs
│ ├── interpreter
│ │ ├── ErrorHandle.cs
│ │ └── Interpreter.cs
│ └── python
│ │ ├── Test.py
│ │ └── Test1.py
└── dll
│ ├── IronPython.Modules.dll
│ ├── IronPython.SQLite.dll
│ ├── IronPython.dll
│ ├── Microsoft.Dynamic.dll
│ ├── Microsoft.Scripting.AspNet.dll
│ ├── Microsoft.Scripting.Core.dll
│ └── Microsoft.Scripting.dll
├── LICENSE
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NavMeshLayers.asset
├── NetworkManager.asset
├── Physics2DSettings.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
└── UnityConnectSettings.asset
└── README.md
/.gitignore:
--------------------------------------------------------------------------------
1 | [Ll]ibrary/
2 | [Tt]emp/
3 | [Oo]bj/
4 | build/
5 | .DS_Store
6 | *.meta
7 | *.swp
8 |
9 | # Autogenerated VS/MD solution and project files
10 | /*.csproj
11 | /*.unityproj
12 | /*.sln
13 | /*.suo
14 | /*.user
15 | /*.userprefs
16 | /*.pidb
17 | /*.booproj
18 |
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/Assets/Script/interpreter/ErrorHandle.cs:
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1 | using System;
2 | using IronPython.Hosting;
3 | using IronPython.Modules;
4 | using Microsoft.Scripting;
5 | using Microsoft.Scripting.Hosting;
6 |
7 | ///
8 | /// Exceptions of ironpython
9 | ///
10 | public class ErrorHandle : ErrorListener {
11 |
12 | public string Message { get; set; }
13 | public int ErrorCode { get; set; }
14 | public Severity Sev { get; set; }
15 | public SourceSpan Span { get; set; }
16 |
17 | public override void ErrorReported(ScriptSource source, string message, Microsoft.Scripting.SourceSpan span, int errorCode, Microsoft.Scripting.Severity severity)
18 | {
19 | Message = message;
20 | ErrorCode = errorCode;
21 | Sev = severity;
22 | Span = span;
23 | }
24 | }
25 |
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/Assets/Script/interpreter/Interpreter.cs:
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1 | using System;
2 | using System.IO;
3 | using System.Linq;
4 | using UnityEngine;
5 | using System.Text;
6 | using System.Collections;
7 | using IronPython.Hosting;
8 | using IronPython.Modules;
9 | using System.Collections.Generic;
10 | using Microsoft.Scripting.Hosting;
11 |
12 |
13 | ///
14 | /// Interpreter for IronPython.
15 | ///
16 | public class Interpreter
17 | {
18 | ///
19 | /// The scope.
20 | /// 范围
21 | ///
22 | private ScriptScope Scope;
23 |
24 | ///
25 | /// The engine.
26 | /// 引擎
27 | ///
28 | private ScriptEngine Engine;
29 |
30 | ///
31 | /// The source.
32 | /// 源
33 | ///
34 | private ScriptSource Source;
35 |
36 | ///
37 | /// The compiled.
38 | /// 编译
39 | ///
40 | private CompiledCode Compiled;
41 |
42 | ///
43 | /// The operation.
44 | /// 操作
45 | ///
46 | private ObjectOperations Operation;
47 |
48 | ///
49 | /// The python class.
50 | /// python 类
51 | ///
52 | private object PythonClass;
53 |
54 | ///
55 | /// Initializes a new instance of the class.
56 | ///
57 | ///
58 | public Interpreter()
59 | {
60 | Engine = Python.CreateEngine();
61 | Scope = Engine.CreateScope();
62 | }
63 |
64 | ///
65 | /// Initializes a new instance of the class.
66 | /// 初始化一个Interpreter类的新实例
67 | ///
68 | /// Source.
69 | public Interpreter(string src) : this()
70 | {
71 | Compile(src);
72 | }
73 |
74 | ///
75 | /// Compile the specified src.
76 | /// 编译指定的资源
77 | ///
78 | /// Source.
79 | public string Compile(string src, Microsoft.Scripting.SourceCodeKind CodeKind =
80 | Microsoft.Scripting.SourceCodeKind.SingleStatement)
81 | {
82 | if(src == string.Empty)
83 | return string.Empty;
84 |
85 | LoadRuntime();
86 |
87 |
88 | Source = CodeKind == Microsoft.Scripting.SourceCodeKind.SingleStatement ?
89 | Engine.CreateScriptSourceFromString(src, CodeKind) :
90 | Engine.CreateScriptSourceFromFile(src);
91 |
92 | ErrorHandle errors = new ErrorHandle();
93 |
94 | MemoryStream stream = new MemoryStream();
95 | //Set IO Ouput of execution
96 | //设置执行任务
97 | Engine.Runtime.IO.SetOutput(stream, new StreamWriter(stream));
98 |
99 | Compiled = Source.Compile(errors);
100 | Operation = Engine.CreateOperations();
101 |
102 | try {
103 | Compiled.Execute(Scope);
104 | return FormatOutput(ReadFromStream(stream));
105 |
106 | } catch(Exception ex) {
107 | return Engine.GetService().FormatException(ex);
108 | }
109 | }
110 |
111 | ///
112 | /// Formats the output of execution
113 | /// 格式化执行输出
114 | ///
115 | /// The output.
116 | /// Output.
117 | private string FormatOutput(string output)
118 | {
119 | return string.IsNullOrEmpty(output) ? string.Empty
120 | : string.Join("\n", output.Remove(output.Length-1)
121 | .Split('\n')
122 | .Reverse().ToArray());
123 | }
124 |
125 | ///
126 | /// Reads MemoryStream.
127 | /// 读取内存流
128 | ///
129 | /// The from stream.
130 | /// Ms.
131 | private string ReadFromStream(MemoryStream ms) {
132 |
133 | int length = (int)ms.Length;
134 | Byte[] bytes = new Byte[ms.Length];
135 | ms.Seek(0, SeekOrigin.Begin);
136 | ms.Read(bytes, 0, length);
137 |
138 | return Encoding.GetEncoding("utf-8").GetString(bytes, 0, length);
139 | }
140 |
141 | ///
142 | /// Load runtime Assemblies of Unity3D
143 | /// 加载Unity3D的运行时程序集
144 | ///
145 | private void LoadRuntime()
146 | {
147 | Engine.Runtime.LoadAssembly(typeof(GameObject).Assembly);
148 | }
149 |
150 | public void AddRuntime()
151 | {
152 | Engine.Runtime.LoadAssembly(typeof(T).Assembly);
153 | }
154 |
155 | public void AddRuntime(Type type)
156 | {
157 | Engine.Runtime.LoadAssembly(type.Assembly);
158 | }
159 |
160 | ///
161 | /// Gets the variable or class
162 | /// 获取变量或类
163 | ///
164 | /// The variable.
165 | /// Name.
166 | public object GetVariable(string name)
167 | {
168 | return Operation.Invoke(Scope.GetVariable(name));
169 | }
170 |
171 | ///
172 | /// Calls the method.
173 | /// 调用这个方法
174 | ///
175 | /// Name.
176 | public void InvokeMethod(object nameClass, string Method, params object[] parameters)
177 | {
178 | object output = new object();
179 | if(Operation.TryGetMember(nameClass, Method, out output)) {
180 | object Func = Operation.GetMember(nameClass, Method);
181 | Operation.Invoke(Func, parameters);
182 | }
183 | }
184 |
185 | }
186 |
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/Assets/Script/python/Test.py:
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1 | import UnityEngine as u
2 |
3 | class Test():
4 |
5 | def Awake(self, this):
6 | u.Debug.Log("Awake Method")
7 |
8 | def Start(self, this):
9 | u.Debug.Log("Start Method")
10 |
11 | def Update(self, this):
12 | u.Debug.Log("Start Method")
13 |
14 |
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/Assets/Script/python/Test1.py:
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1 | import UnityEngine as u
2 |
3 | class Test1():
4 | def Awake(self, this):
5 | u.Debug.Log("Awake Method")
6 | pass
7 |
8 | def Start(self, this):
9 | u.Debug.Log("Start Method")
10 | pass
11 |
12 | def Update(self, this):
13 | this.transform.Rotate(u.Vector3(2,2,1))
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1 | The MIT License (MIT)
2 |
3 | Copyright (c) 2015 César Augusto D. Azevedo
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 |
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/README.md:
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1 | Unity3D-Python-Editor
2 | =====================
3 |
4 | 在unity3d里使用python
5 | unity版本5.6.1
6 |
7 | > NOTE
8 | >
9 | > 我这是用@cesardeazevedo那里弄到的,然后我精简了一下,现在只需要改动一下就可以用了.操作如下:
10 | > 在游戏物体上 绑定 PyRun.cs 在 PyRun.cs 上 绑定 PyFile和PyFilePath 就行了
11 |
12 | ```
13 | public class PyRun : MonoBehaviour
14 | {
15 | //Python文件
16 | public Object pyFile;
17 | //Python文件路径
18 | public string pyFilePath="Assets/src/python/";
19 | ```
20 |
21 | ## LICENSE
22 | [MIT](./LICENSE)
23 |
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