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127 lines
3.3 KiB
127 lines
3.3 KiB
8 years ago
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Fungus;
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using MoonSharp.Interpreter;
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namespace Fungus
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{
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public class LuaCondition : Condition
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{
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[Tooltip("Lua Environment to use to execute this Lua script (null for global)")]
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[SerializeField] protected LuaEnvironment luaEnvironment;
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[Tooltip("The lua comparison string to run; implicitly prepends 'return' onto this")]
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[TextArea]
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public string luaCompareString;
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protected bool initialised;
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protected string friendlyName = "";
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protected Closure luaFunction;
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protected override bool EvaluateCondition()
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{
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bool condition = false;
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luaEnvironment.RunLuaFunction(luaFunction, false, (returnValue) => {
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if( returnValue != null )
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{
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condition = returnValue.Boolean;
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}
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else
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{
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Debug.LogWarning("No return value from " + friendlyName);
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}
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});
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return condition;
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}
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protected override bool HasNeededProperties()
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{
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return !string.IsNullOrEmpty(luaCompareString);
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}
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protected virtual void Start()
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{
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InitExecuteLua();
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}
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protected virtual string GetLuaString()
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{
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return "return not not (" + luaCompareString + ")";
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}
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/// <summary>
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/// Initialises the Lua environment and compiles the Lua string for execution later on.
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/// </summary>
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protected virtual void InitExecuteLua()
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{
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if (initialised)
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{
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return;
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}
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// Cache a descriptive name to use in Lua error messages
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friendlyName = gameObject.name + "." + ParentBlock.BlockName + "." + this.GetType().ToString() + " #" + CommandIndex.ToString();
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Flowchart flowchart = GetFlowchart();
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// See if a Lua Environment has been assigned to this Flowchart
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if (luaEnvironment == null)
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{
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luaEnvironment = flowchart.LuaEnv;
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}
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// No Lua Environment specified so just use any available or create one.
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if (luaEnvironment == null)
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{
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luaEnvironment = LuaEnvironment.GetLua();
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}
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string s = GetLuaString();
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luaFunction = luaEnvironment.LoadLuaFunction(s, friendlyName);
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// Add a binding to the parent flowchart
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if (flowchart.LuaBindingName != "")
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{
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Table globals = luaEnvironment.Interpreter.Globals;
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if (globals != null)
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{
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globals[flowchart.LuaBindingName] = flowchart;
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}
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}
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// Always initialise when playing in the editor.
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// Allows the user to edit the Lua script while the game is playing.
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if ( !(Application.isPlaying && Application.isEditor) )
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{
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initialised = true;
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}
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}
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#region Public members
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public override string GetSummary()
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{
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if (string.IsNullOrEmpty(luaCompareString))
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{
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return "Error: no lua compare string provided";
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}
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return luaCompareString;
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}
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public override bool OpenBlock()
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{
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return true;
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}
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public override Color GetButtonColor()
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{
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return new Color32(253, 253, 150, 255);
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}
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#endregion
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}
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}
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