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SceneQueryService.cs
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using System;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
namespace Unitinium
{
public class SceneQueryService : IQueryService
{
public IQueryLexer Lexer { get; set; }
public IQueryParser Parser { get; set; }
public IDictionary<Type, IQueryAstVisitor> Visitors { get; set; }
public IRuntimeObjectWrapperService Wrapper { get; set; }
public object DefaultGlobalObject { get; set; }
public SceneQueryService(IQueryLexer lexer, IQueryParser parser,
IDictionary<Type, IQueryAstVisitor> visitors, IRuntimeObjectWrapperService wrapper,
object defaultGlobalObject)
{
Lexer = lexer;
Parser = parser;
Visitors = visitors;
Wrapper = wrapper;
DefaultGlobalObject = defaultGlobalObject;
}
public SceneQueryService() :
this(new QueryLexer(),
new QueryParser(),
new Dictionary<Type, IQueryAstVisitor>(),
new RuntimeObjectWrapperService(),
SceneManager.GetActiveScene().GetRootGameObjects())
{
Visitors[typeof(QueryGlobalAst)] = new QueryGlobalAstVisitor();
Visitors[typeof(QueryComponentAst)] = new QueryComponentAstVisitor();
Visitors[typeof(QueryIndexAst)] = new QueryIndexAstVisitor();
Visitors[typeof(QueryNameAst)] = new QueryNameAstVisitor();
Visitors[typeof(QueryFirstExpandAst)] = new QueryFirstExpandAstVisitor();
}
public object Execute(string query)
{
var result = DefaultGlobalObject;
var tokens = Lexer.Tokenize(query);
var ast = Parser.Parse(tokens);
foreach (var astNode in ast)
{
result = Visitors[astNode.GetType()].Visit(astNode, result);
}
var wrapped = Wrapper.Wrap(result);
return wrapped;
}
}
}