OpenBone.Scripting.Jint
Runs the JavaScript in OpenBone state machines on .NET, using the Jint interpreter.
OpenBone state machines can carry small scripts that react to pointer input,
events and time, and that drive inputs, bones and slots. OpenBone.Runtime
runs state machines without them. Add this package to run the scripts too. It runs them in
Jint (BSD-2-Clause) with the same ob API, hooks and limits as the reference
QuickJS host, and passes the OpenBone conformance suite. It targets netstandard2.1 and net8.0.
Install
Section titled “Install”dotnet add package OpenBone.Scripting.JintThis also installs OpenBone.Runtime.
Quick start
Section titled “Quick start”Pass a JintScriptHost when you create the instance:
using OpenBone;using OpenBone.Scripting;
var doc = DocumentLoader.Load(File.ReadAllBytes("walker.obone"));var walker = new OpenBoneInstance(doc, new StateMachineOptions { ScriptHost = new JintScriptHost() });
var sm = walker.UseStateMachine("character");sm.Log += args => Console.WriteLine("script: " + string.Join(" ", args)); // console.log / ob.logsm.Error += e => Console.WriteLine("script error: " + e.Message); // errors and timeouts
sm.SetInput("walk", true);sm.SetInput("speed", 1.0);sm.Fire("jump");
// Once per frame:walker.Advance(dt);
// When you are done (disposes the script engines):walker.Dispose();What scripts can do
Section titled “What scripts can do”Each script gets its own Jint engine. It sees only a frozen global ob object and console.log. Arguments and return
values cross between C# and JavaScript as JSON.
| Hook | When it runs |
|---|---|
onStart() |
Machine scripts: on the first Advance. State scripts: each time the state is entered. |
onUpdate(dt) |
Every Advance. |
onPointer({type, x, y}) |
Machine scripts, for each pointer event, before listeners. |
onEvent(e) |
After posing, for each fired event. |
ob call |
Effect |
|---|---|
time() |
Seconds since the state machine started |
input(n), setInput(n, v), fire(n) |
Read and change inputs, by name or id |
emit(name, {int, float, string}) |
Fire an event (and play its sound) |
bone(n), setBone(n, props) |
Read a bone’s pose, or override it |
slot(n, {color, attachment}) |
Override a slot’s colour or attachment |
pointer() |
{x, y, down} |
log(...) |
Raise the state machine’s Log event |
A script error or timeout raises the state machine’s Error event (a ScriptException), and playback goes on.
Limits
Section titled “Limits”JintScriptHost has public fields for its limits. The defaults match the reference host.
| Field | Default | Meaning |
|---|---|---|
CallTimeout |
16 ms | CPU budget for each hook call |
LoadTimeout |
50 ms | Budget for running a script’s top level. Each function’s first call also gets this budget, to cover warm-up. |
MemoryLimit |
8 MB | Memory limit per script, in bytes (0 = no limit) |
MaxRecursionDepth |
512 | Maximum call depth |
var host = new JintScriptHost{ CallTimeout = TimeSpan.FromMilliseconds(32), LoadTimeout = TimeSpan.FromMilliseconds(100), MemoryLimit = 16 * 1024 * 1024,};Unity users should install the com.openbone.runtime package, which brings the runtime and its script support. In the
Package Manager, choose Add package from git URL and enter:
https://github.com/UXCentury/open-bone.git#upmDocumentation
Section titled “Documentation”License
Section titled “License”MIT. Copyright (c) UX Century and OpenBone contributors. See LICENSE. Jint is BSD-2-Clause.
OpenBone is MIT licensed and made by UXCentury. The example art, voices and sounds are credited in the repository.