C # compiling source files as plugins
I want to make plugin support for my program
The goal is to compile the files in the plugin folder and run multiple methods, but I can get it to work
my current progress using CSScriptLibrary:
public static void run(String fileName, String methodName, params Object[] parameters)
{
FileInfo f = new FileInfo(fileName);
try
{
CSScript.Evaluator.Reset();
CSScript.Evaluator.ReferenceAssembliesFromCode(File.ReadAllText(Environment.CurrentDirectory + @"\addons\ResourceManager.cs"));
dynamic block = CSScript.Evaluator.LoadCode(File.ReadAllText(f.FullName));
block.Load(parameters); // <---- Exception
}
catch(Exception e)
{
Console.WriteLine(e.ToString());
}
}
but it throws an exception:
Microsoft.CSharp.RuntimeBinder.RuntimeBinderException: The best overloaded method match for 'WAddon.Load(Weird.ResourceManager)' has some invalid arguments AddonManager.cs:line 28
addon file:
using System;
using Weird;
class WAddon
{
public static void Load(ResourceManager resManager)
{
resManager.add("var", "0");
}
}
I don't think the resmanager class is important anyway wants to pass an instance to load the function so that it can change things in the original program
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1 answer
did this
using System;
using Weird;
public class WAddon : IAddon
{
public void Load(ResourceManager resManager)
{
resManager.add("var", "24");
}
}
you need to add an interface:
using System;
namespace Weird
{
public interface IAddon
{
void Load(ResourceManager resManager, Overlay overlay);
}
}
code from run method:
CSScript.Evaluator.ReferenceAssembliesFromCode(
Weird.Properties.Resources.iaddon_source
);
IAddon block = (IAddon) CSScript.Evaluator.LoadCode(File.ReadAllText(f.FullName));
block.Load(resManager, overlay);
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