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align=\"center\" \u003e \u003cspan\u003eMagnet\u003c/span\u003e \u003c/p\u003e\n\u003cdiv align=center\u003e\u003cimg src=\"icon.png\"\u003e\u003c/div\u003e\n\n# What is Magnet?\n--------------\n我原本想做的仅仅是一款游戏的服务器脚本引擎，从一开始想做一个强类型的类TypeScript的脚本引擎\u003cbr/\u003e\n后面从词法分析到语法分析再生成语法树，做完之后发现编译器后端的复杂程度过高。 即使编译器后端开发完成性能和扩展性也很难达到我的要求\u003cbr/\u003e\n所以尝试使用Roslyn引擎来定制一款C#脚本引擎，使用Roslyn的好处就是完全不用担心他的性能和扩展性，Roslyn提供了完整的语法树API\u003cbr/\u003e\n和强大的编译选项搭配上C#的语法和特性完全可以实现一款满足我需求的脚本。\u003cbr/\u003e\n之所以取名叫做Magnet就是希望他可以像磁铁一样吸到宿主的Project上可以随时取下来。\u003cbr/\u003e\n当然它不仅能用做游戏的服务器逻辑处理，它可以用作任何需要它的地方。\u003cbr/\u003e\n当前处于开发阶段，所以部分API可能会有改动, 例子可能导致编译失败，请查看例子源码自行修改。\u003cbr/\u003e\n\n🎉如果您的使用过程中发现Bug或有合理的需求欢迎提Issues 或 创建PullRequests\n\n--------------\n\n`C#语法` `高性能` `可扩展` `可调试` `可卸载` `多State` `安全性`\n\n--------------\n\n\n## 💥编译运行测试\n创建1000000个State实例然后卸载MagnetScript\u003cbr/\u003e\nCPU:  13th Gen Intel(R) Core(TM) i7-13700KF  \u003cbr/\u003e\n内存:  DDR5 64.0 GB  速度:\t4000 MT/秒 \u003cbr/\u003e\n\u003cdiv align=center\u003e\u003cimg src=\"screenshot/test.png\"\u003e\u003c/div\u003e\n\n--------------\n\n\n\n## 💥使用说明\n脚本对象必须直接或间接继承或派生自AbstractScript，且必须使用[ScriptAttribute]标记Class\u003cbr/\u003e\n每个脚本State都是一个包含所有独立脚本对象实例的对象集，\u003cbr/\u003e\n每个MagnetScript下所有脚本State都处于同一个AssemblyLoadContext下\u003cbr/\u003e\n静态变量是所有State都可以访问的,所以在脚本中应慎重使用静态变量。\n\n``` csharp\n// ✔️正确案例\n[Script]\npublic class ScriptExample : AbstractScript\n{\n    [Function]\n    public void Hello(String name)\n    {\n        this.Output(MessageType.Print, $\"Hello {name}!\");\n    }\n}\n\n\n// ✖️错误案例\n[Script]\npublic class ScriptExample\n{\n    public void Hello(String name)\n    {\n        this.Output(MessageType.Print, $\"Hello {name}!\");\n    }\n}\n\n// ✖️错误案例\npublic class ScriptExample : AbstractScript\n{\n    public void Hello(String name)\n    {\n        this.Output(MessageType.Print, $\"Hello {name}!\");\n    }\n}\n\n\n\n```\n\n\n## 💥脚本基础功能\n脚本编译的基础可选项。\n``` csharp\n// 脚本名称\noptions.WithName(name);\n\n// 脚本是否支持异步\noptions.WithAllowAsync(false);\n\n// 脚本是否支持不安全代码\noptions.WithAllowUnsafe(true);\n\n// 使用默认的编译抑制诊断\noptions.UseDefaultSuppressDiagnostics();\n\n// 脚本程序集上下文依赖程序集加载Hook\noptions.WithAssemblyLoadCallback(AssemblyLoad);\n\n```\n\n\n\n## 💥脚本编译输入与输出\n支持仅编译、仅加载、从脚本编译加载模式。\n``` csharp\n// #1 仅编译，可输出\noptions.WithCompileKind(CompileKind.Compile);\noptions.WithOutPutFile(\"sample.dll\");\n\n// #2 从程序集文件加载\noptions.WithCompileKind(CompileKind.LoadAssembly);\noptions.WithScanDirectory(\"./\");\noptions.WithAssemblyFileName(\"sample.dll\");\n\n// #3 从脚本文件编译并加载, 仅扫描顶层目录\noptions.WithCompileKind(CompileKind.CompileAndLoadAssembly);\noptions.WithRecursiveScanning(false);\noptions.WithScanDirectory(\"../../../../Scripts\");\n```\n\n## 💥脚本编译优化与设置\n\n``` csharp\n\n// 调试模式 启用脚本内置debugger()函数\noptions.WithDebug(true);\n\n// 调试模式 不启用脚本内置debugger()函数\noptions.WithDebug(false);\n\n// 发布模式 编译优化\n//options.WithRelease();\n```\n\n## 💥添加脚本的程序集引用\n你可以通过对象类型或程序集名称来将程序集添加到脚本的引用。\n``` csharp\n// 添加 System.Threading 程序集的引用\noptions.AddReferences\u003cThread\u003e();\n\n// 添加 System.Threading 程序集的引用\noptions.AddReferences(typeof(Thread));\n\n// 添加 System.Threading 程序集的引用\noptions.AddReferences(\"System.Threading.dll\");\n```\n\n\n## 💥带有编译检查的类型与命名空间禁用\nMagnet提供了灵活的非法API检查定制\u003cbr\u003e\n在这里你可以通过禁用某个命名空间下的对象类型或某个命名空间来阻止脚本对类型访问\u003cbr\u003e\n如果脚本中使用了被禁用的类型或命名空间后，语法树检查其会触发编译失败。 \u003cbr\u003e\nICompileResult.Diagnostics 内会包含诊断错误 同时 ICompileResult.Success = false\u003cbr\u003e\n\n`接下开会开发类型检查分析接口和语法分析接口，使Magnet完成更高度的定制化`\u003cbr\u003e\n`如用户可以通过语法分析接口禁用元数据类型，如果脚本中使用了元数据类型从而导致编译失败。`\n``` csharp\n//禁用类型\noptions.DisableType(typeof(Task));\n\n// 禁用泛类型的严格类型\noptions.DisableType(\"System.Collections.Generic.List\u003cstring\u003e\");\noptions.DisableType(typeof(List\u003cString\u003e));\n\n// 禁用范类型的基础类型\noptions.DisableType(\"System.Collections.Generic.List\");\noptions.DisableType(typeof(List\u003c\u003e));\n\n// 禁用命名空间\n//options.DisableNamespace(typeof(Thread));\n\n\n```\n\n\n\n## 💥对象类型替换器（开发中）\nMagnet提供了灵活的类型替换定制\u003cbr\u003e\n你可以将.net自带的类型替换为你自己实现的类型\u003cbr\u003e\n脚本在编译阶段，将脚本语法树中使用的指定类型替换为新的类型，如果可以你可以定制一个脚本使用的基础库。\u003cbr\u003e\n需要注意的是 如果新类型的对象成员签名与原类型的不一致可能会导致编译失败。\n``` csharp\n// 替换类型 将脚本内使用的Task 替换为MyTask\noptions.AddReplaceType(typeof(Task), typeof(MyTask));\n\n// 脚本类型重写器（加强版的AddReplaceType）\noptions.WithTypeRewriter(new TypeRewriter());\n\n// 类型重写器\ninternal class TypeRewriter : ITypeRewriter\n{\n    public Boolean RewriteType(CSharpSyntaxNode syntaxNode, ITypeSymbol typeSymbol , out Type newType)\n    {\n        if (typeSymbol.ToDisplayString() == \"System.Threading.Thread\")\n        {\n            newType = typeof(NewThread);\n            return true;\n        }\n        newType = null;\n        return false;\n    }\n}\n```\n\n\n## 💥类型处理顺序\n脚本语法树类型处理逻辑顺序如下：\n1. 尝试替换脚本中使用的类型\n2. 尝试使用类型重写器重写类型\n3. 禁用命名空间检查(包括using和类型的命名空间)\n4. 禁用类型检查\n\n\n\n\n\n## 💥功能扩展分析器\nMagnet提供了分析器接口，\u003cbr\u003e\n在这里你可以对脚本程序集内的所有对象类型进行分析从而实现自己的脚本定制功能\u003cbr\u003e\n目前分析器实现了以下三个分析器接口，宿主可以通过分析器实现定制功能开发\n\n`完整例子查看 Magnet.Examples 的 App.Core.Timer.TimerProvider`\n\n| 分析器 | 描述 | 触发时机 |\n| ----------- | ----------- | ----------- | \n| IAssemblyAnalyzer | 脚本程序集分析器 | 脚本程序集加载完毕后 | \n| ITypeAnalyzer | Script类型分析器 | 脚本程序集加载完毕后 | \n| IInstanceAsalyzer | 和脚本实例分析器 | 脚本State创建时 | \n\n\n``` csharp\nvar timerProvider = new TimerProvider();\n\n// 增加一个分析器\noptions.AddAnalyzer(timerProvider);\n\n\npublic class TimerProvider : ITypeAnalyzer\n{\n\n    void ITypeAnalyzer.DefineType(Type type)\n    {\n    }\n\n    void IAnalyzer.Connect(MagnetScript magnet)\n    {\n\n    }\n\n    void IAnalyzer.Disconnect(MagnetScript magnet)\n    {\n    }\n}\n\n```\n\n\n\n\n## 💥脚本编译诊断抑制\n脚本支持编译诊断抑制的默认等级设置，支持C#编译器的全量诊断代码和以下*Magnet*内置编译诊断\n\n| 诊断ID | 默认级别 | 描述 |\n| :-----------: | :-----------: | ----------- | \n| SW001 | Warning | 无效的脚本对象，检测到对象继承了AbstractScript 但未被[ScriptAttribute]标记 | \n| SW002 | Warning | 无效的脚本对象，检测到对象被[ScriptAttribute]标记 但未继承AbstractScript对象 | \n| SW003 | Warning | 不明确的全局字段，字段被标记为static但未被[GlobalAttribute]标记 | \n| SW004 | Warning | 不明确的全局属性，属性被标记为static但未被[GlobalAttribute]标记 | \n| SE001 | Error   | 脚本不允许使用异步操作符号async await | \n| SE002 | Error   | 被禁止使用的命名空间 | \n| SE003 | Error   | 被禁止使用的类型 | \n| SE004 | Error   | 脚本对象禁止实现构造函数 | \n| SE005 | Error   | 脚本对象禁止实现析构函数 | \n\n\n``` csharp\n// 将SW001诊断提升至Error，没有标记[ScriptAttribute]的脚本对象会导致编译失败\noptions.AddDiagnosticSuppress(\"SW001\", Microsoft.CodeAnalysis.ReportDiagnostic.Error);\n\n// 将SW002诊断提升至Error，没有继承AbstractScript的脚本对象会导致编译失败\noptions.AddDiagnosticSuppress(\"SW002\", Microsoft.CodeAnalysis.ReportDiagnostic.Error);\n\n// 将SW003诊断提升至Error，没有标记[GlobalAttribute]的静态字段会导致编译失败\noptions.AddDiagnosticSuppress(\"SW003\", Microsoft.CodeAnalysis.ReportDiagnostic.Error);\n\n// 将SW004诊断提升至Error，没有标记[GlobalAttribute]的静态属性会导致编译失败\noptions.AddDiagnosticSuppress(\"SW004\", Microsoft.CodeAnalysis.ReportDiagnostic.Error);\n```\n\n\n\n## 💥脚本依赖注入\nMagnet实现了简单的依赖注入功能，支持目标对象的Type、依赖的Type和Name匹配。\n\n1.全局依赖注入\n``` csharp\n// 注册依赖注入\noptions.RegisterProvider(timerProvider);\noptions.RegisterProvider\u003cObjectKilledContext\u003e(new ObjectKilledContext());\noptions.RegisterProvider(GLOBAL);\noptions.RegisterProvider\u003cIObjectContext\u003e(new HumContext(), \"SELF\");\n```\n\n2.`MagnetState`级别依赖注入，继承了全局依赖\n```csharp\nvar stateOptions = StateOptions.Default;\nstateOptions.Identity = 666;\nstateOptions.RegisterProvider(new TimerService());\nvar stateTest = scriptManager.CreateState(stateOptions);\n```\n3.脚本`MagnetState`的`IStateContext`会自动注册进`MagnetState`级别的依赖注入列表内\u003cbr\u003e\n4.脚本实例在创建后会自动注册进`MagnetState`级别的依赖注入列表内\n\n\n脚本\n``` csharp\n\n[Script]\npublic class ScriptA : AbstractScript\n{\n    // 脚本实例依赖注入\n    [Autowired]\n    private readonly ScriptB scriptB;\n\n    protected override void Initialize()\n    {\n        Print(scriptB)\n    }\n\n}\n\n[Script]\npublic class ScriptB : AbstractScript\n{\n    [Autowired(typeof(GlobalVariableStore))]\n    protected readonly GlobalVariableStore GLOBAL;\n\n    [Autowired(\"SELF\")]\n    protected readonly IObjectContext Player;\n\n    [Autowired]\n    private readonly ITimerManager timerManager;\n\n    // 脚本实例依赖注入\n    [Autowired]\n    private readonly ScriptA scriptA;\n\n    protected override void Initialize()\n    {\n        Print(scriptA)\n    }\n\n}\n\n```\n\n\n\n## 💥脚本之间相互调用\n`MagnetState`中脚本实例之间的调用通过注入的方式将目标脚本对象注入到当前脚本内\u003cbr\u003e\n具体实现查看上面的`脚本依赖注入`部分\n\n\n\n\n\n## 💥脚本的生命周期\nAbstractScript中实现了 Initialize、Shutdown 虚方法\u003cbr\u003e\n派生类中通过重写这两个方法进行处理脚本初始化和脚本卸载事件。\n\n``` csharp\n// 脚本初始化，在所有脚本实例创建完成之后且依赖注入完毕之后执行。\nprotected override void Initialize();\n\n// 脚本停止工作，脚本被Dispose()时或MagnetScript实例调用 Unload(true) 时触发\n// 触发该方法后脚本将不可用\nprotected override void Shutdown();\n```\n\n\n\n## 💥脚本的输出流\nAbstractScript 实现了Output函数以实现输出消息至宿主。\n\n``` csharp\n// App.Core 内的例子 实现输出调试信息至输出流\n[Conditional(\"DEBUG\")]\npublic void Debug(Object @object, [CallerFilePath] String callFilePath = null, [CallerLineNumber] Int32 callLineNumber = 0, [CallerMemberName] string callMethod = null)\n{\n    this.Output(MessageType.Debug, $\"{callFilePath}({callLineNumber}) [{callMethod}] =\u003e {@object}\");\n}\n```\n\n\n## 💥脚本调试断点\n使用Debug模式编译运行脚本时，执行到`debugger()`将自动打开调试器并断点暂停。\u003cbr\u003e\nRelease模式编译时此函数将被编译器优化掉\n``` csharp\ndebugger();\n```\n\n\n## 💥全局变量定义\n由于C#的特性通过 static 定义的方法、属性、字段 均可被所有`MagnetState`内使用\u003cbr\u003e\n所以为了不混淆全局变量与静态变量，增加了`GlobalAttribute` 属性标签\u003cbr\u003e\n当字段或属性声明为static时，如果未标记[Global]属性，则编译时会产生编译警告但不影响正常运行。\u003cbr\u003e\n全局变量同样支持依赖注入功能\n\n``` csharp\n[Global]\n[Autowired(typeof(GlobalVariableStore))]\nprotected readonly static GlobalVariableStore Global;\n\n```\n\n\n\n## 💥宿主调用脚本内方法\n为保障脚本的可卸载性，脚本的方法委托或实例均以`WeakReference`返回。\u003cbr\u003e\n宿主使用`CreateDelegate`调用方法时，脚本内方法必须被`[Function]`属性标记\u003cbr\u003e\n`FirstAs`方式获取接口实例则不需要，\u003cbr\u003e\n🎉推荐使用`FirstAs`泛型方法和`TypeOf`泛型方法\u003cbr\u003e\n\n\n``` csharp\n\n// 尝试获取stateTest内第一个实现了IPlayLifeEvent接口的脚本对象(推荐)\nWeakReference\u003cIPlayLifeEvent\u003e weakPlayerLife = stateTest.FirstAs\u003cIPlayLifeEvent\u003e();\nif (weakPlayerLife != null \u0026\u0026 weakPlayerLife.TryGetTarget(out var lifeEvent))\n{   \n    // 调用脚本的OnOnline方法\n    lifeEvent.OnOnline(null);\n    lifeEvent = null;\n}\n\n// 创建 stateTest中脚本ScriptA的Main方法委托\nWeakReference\u003cAction\u003e weakMain = stateTest.CreateDelegate\u003cAction\u003e(\"ScriptA\", \"Main\");\nif (weakMain != null \u0026\u0026 weakMain.TryGetTarget(out var main))\n{\n    // 调用脚本Main方法\n    main();\n    main = null;\n}\n\n// 创建脚本ScriptExample中属性Target的Getter委托\nvar weakGetter = state?.CreateGetterDelegate\u003cDouble\u003e(\"ScriptExample\", \"Target\");\nif (weakGetter != null \u0026\u0026 weakGetter.TryGetTarget(out var getter))\n{\n    // 获取脚本ScriptExample中属性Target值\n    Console.WriteLine(getter());\n    getter = null;\n}\n\n\n// 创建脚本ScriptExample中属性Target的Setter委托\nvar weakSetter = state?.CreateSetterDelegate\u003cDouble\u003e(\"ScriptExample\", \"Target\");\nif (weakSetter != null \u0026\u0026 weakSetter.TryGetTarget(out var setter))\n{\n    // 对脚本ScriptExample中属性Target赋值\n    setter(123.45);\n    setter = null;\n}\n```\n\n\n\n\n## 💥脚本卸载\n脚本卸载是不可控的，因为dotnet中的程序集卸载是由GC来决定的。\u003cbr\u003e\n宿主程序中保留脚本内类型的强引用时将会导致卸载失败。\n\n``` csharp\n// 卸载脚本，不会销毁所有state，由用户自己选择时机Dispose()\nscriptManager.Unload();\n\n// 强制卸载脚本，会销毁所有state\nscriptManager.Unload(true);\n\n// 申请内存 触发GC 卸载脚本\nwhile (scriptManager.Status == ScrriptStatus.Unloading \u0026\u0026 scriptManager.IsAlive)\n{\n    //GC\n    var obj = new byte[1024 * 1024];\n    Thread.Sleep(10);\n}\n```\n\n\n\n\n\n\n\n--------------\n\n\n\n# 💥Examples\n\n完整例子请查看 Magnet.Examples 或 Magnet.Test\n``` csharp\n    private static ScriptOptions Options(String name)\n    {\n        ScriptOptions options = ScriptOptions.Default;\n        // 脚本名称\n        options.WithName(name);\n        // 调试模式 不启用脚本内置debugger()函数\n        options.WithDebug(false);\n        // 发布模式 编译优化\n        //options.WithRelease();\n\n\n        // #1 仅编译，可输出\n        options.WithCompileKind(CompileKind.Compile);\n        options.WithOutPutFile(\"123.dll\");\n\n        // #2 从程序集文件加载\n        options.WithCompileKind(CompileKind.LoadAssembly);\n        options.WithScanDirectory(\"./\");\n        options.WithAssemblyFileName(\"123.dll\");\n\n        // #3 从脚本文件编译并加载\n        options.WithCompileKind(CompileKind.CompileAndLoadAssembly);\n        options.WithScanDirectory(\"../../../../Scripts\");\n\n        // 定义自定义的编译宏符号\n        options.WithCompileSymbols(\"USE_FILE\");\n\n        // 是否支持异步\n        options.WithAllowAsync(false);\n\n        // 添加程序集引用\n        options.AddReferences\u003cGameScript\u003e();\n\n        var timerProvider = new TimerProvider();\n        // 增加一个分析器\n        options.AddAnalyzer(timerProvider);\n\n        // 是否支持不安全代码\n        options.WithAllowUnsafe(true);\n\n        // 替换类型\n        // options.AddReplaceType(typeof(Task), typeof(MyTask));\n\n        //禁用类型\n        options.DisableType(typeof(Task));\n\n        // 禁用泛类型的严格类型\n        options.DisableType(\"System.Collections.Generic.List\u003cstring\u003e\");\n        options.DisableType(typeof(List\u003cString\u003e));\n\n        // 禁用范类型的基础类型\n        options.DisableType(\"System.Collections.Generic.List\");\n        options.DisableGenericBaseType(typeof(List\u003c\u003e));\n\n        // 禁用命名空间\n        options.DisableNamespace(typeof(Thread));\n\n        //禁用不安全类型与命名空间\n        //options.DisableInsecureTypes();\n\n        // 脚本类型重写器\n        options.WithTypeRewriter(new TypeRewriter());\n        // 使用默认的抑制诊断\n        options.UseDefaultSuppressDiagnostics();\n        // 脚本上下文依赖程序集加载Hook\n        options.WithAssemblyLoadCallback(AssemblyLoad);\n        // 注册依赖注入\n        options.RegisterProvider(timerProvider);\n        options.RegisterProvider\u003cObjectKilledContext\u003e(new ObjectKilledContext());\n        options.RegisterProvider(GLOBAL);\n        options.RegisterProvider\u003cIObjectContext\u003e(new HumContext(), \"SELF\");\n\n        return options;\n    }\n\n\n\n\n    private static WeakReference\u003cAction\u003e TestScriptUnload()\n    {\n        MagnetScript scriptManager = new MagnetScript(Options(\"Unload.Test\"));\n        var result = scriptManager.Compile();\n        if (!result.Success)\n        {\n            foreach (var item in result.Diagnostics)\n            {\n                Console.WriteLine(item.ToString());\n            }\n            return null;\n        }\n        var state = scriptManager.CreateState();\n        var weak = state.CreateDelegate\u003cAction\u003e(\"ScriptExample\", \"Hello\");\n        state.Dispose();\n        scriptManager.Unload();\n        return weak;\n    }\n\n    public static void Main()\n    {\n        MagnetScript scriptManager = new MagnetScript(Options(\"My.Script\"));\n        scriptManager.Unloading += ScriptManager_Unloading;\n        scriptManager.Unloaded += ScriptManager_Unloaded;\n\n        var result = scriptManager.Compile();\n        foreach (var diagnostic in result.Diagnostics)\n        {\n            Console.WriteLine(diagnostic.ToString());\n        }\n        if (result.Success)\n        {\n            var stateOptions = StateOptions.Default;\n            stateOptions.RegisterProvider(new TimerService());\n            var stateTest = scriptManager.CreateState(stateOptions);\n            var weakMain = stateTest.CreateDelegate\u003cAction\u003e(\"ScriptA\", \"Main\");\n            if (weakMain != null \u0026\u0026 weakMain.TryGetTarget(out var main))\n            {\n                using (new WatchTimer(\"With Call Main()\")) main();\n                main = null;\n            }\n\n            var weakPlayerLife = stateTest.FirstAs\u003cIPlayLifeEvent\u003e();\n            if (weakPlayerLife != null \u0026\u0026 weakPlayerLife.TryGetTarget(out var lifeEvent))\n            {\n                using (new WatchTimer(\"With Call OnOnline()\")) lifeEvent.OnOnline(null);\n                lifeEvent = null;\n            }\n            stateTest = null;\n            scriptManager.Unload(true);\n        }\n        // wait gc unloaded assembly\n        while (scriptManager.Status == ScriptStatus.Unloading \u0026\u0026 scriptManager.IsAlive)\n        {\n            var obj = new byte[1024 * 1024];\n            Thread.Sleep(10);\n        }\n    }\n\n    private static void ScriptManager_Unloaded(MagnetScript obj)\n    {\n        Console.WriteLine($\"脚本[{obj.Name}:{obj.UniqueId}]卸载完毕.\");\n    }\n\n    private static void ScriptManager_Unloading(MagnetScript obj)\n    {\n        Console.WriteLine($\"脚本[{obj.Name}:{obj.UniqueId}]卸载请求.\");\n    }\n\n```\n\n\n# Script Examples|脚本例子\n\n``` csharp\n    using Magnet.Core;\n    using System;\n\n\n\n    // A usable script must meet three requirements.\n    // 1. The access must be public\n    // 2. The [ScriptAttribute] must be marked\n    // 3. The AbstractScript class must be inherited\n\n    [Script(nameof(ScriptExample))]\n    public class ScriptExample : AbstractScript\n    {\n        [Autowired(\"SELF\")]\n        protected readonly IObjectContext? SELF;\n\n        [Autowired]\n        protected readonly GlobalVariableStore? GLOBAL;\n\n        [Function(\"Hello\")]\n        public void Hello()\n        {\n            this.PRINT($\"Hello Wrold!\");\n\n            // call script method\n            Call(\"ScriptB\", \"Test\", []);\n            Call(\"ScriptB\", \"PrintMessage\", [\"Help\"]);\n            TryCall(\"ScriptB\", \"PrintMessage1\", [\"Help\"]);\n            Script\u003cScriptB\u003e().PrintMessage(\"AAA\");\n            Script\u003cScriptB\u003e((script) =\u003e\n            {\n                script.PrintMessage(\"BBB\");\n            });\n\n        }\n\n\n\n        public Double Target\n        {\n            get\n            {\n                return 3.14;\n            }\n            set\n            {\n                this.PRINT(value);\n            }\n        }\n    }\n```\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fl2060%2Fmagnet","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fl2060%2Fmagnet","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fl2060%2Fmagnet/lists"}