An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
using UnityEngine;
using MoonSharp.Interpreter;
using Fungus;
using Fungus.Variables;
namespace Fungus.Commands
{
/// <summary>
/// Executes a Lua code chunk using a Lua Environment.
/// </summary>
[CommandInfo("Scripting",
"Execute Lua",
"Executes a Lua code chunk using a Lua Environment.")]
public class ExecuteLua : Command
{
[Tooltip("Lua Environment to use to execute this Lua script")]
[SerializeField] protected LuaEnvironment luaEnvironment;
[Tooltip("A text file containing Lua script to execute.")]
[SerializeField] protected TextAsset luaFile;
[TextArea(10,100)]
[Tooltip("Lua script to execute. This text is appended to the contents of Lua file (if one is specified).")]
[SerializeField] protected string luaScript;
[Tooltip("Execute this Lua script as a Lua coroutine")]
[SerializeField] protected bool runAsCoroutine = true;
[Tooltip("Pause command execution until the Lua script has finished execution")]
[SerializeField] protected bool waitUntilFinished = true;
[Tooltip("A Flowchart variable to store the returned value in.")]
[VariableProperty()]
[SerializeField] protected Variable returnVariable;
protected string friendlyName = "";
protected bool initialised;
// Stores the compiled Lua code for fast execution later.
protected Closure luaFunction;
protected virtual void Start()
{
InitExecuteLua();
}
/// <summary>
/// Initialises the Lua environment and compiles the Lua string for execution later on.
/// </summary>
protected virtual void InitExecuteLua()
{
if (initialised)
{
return;
}
// Cache a descriptive name to use in Lua error messages
friendlyName = gameObject.name + "." + ParentBlock.BlockName + "." + "ExecuteLua #" + CommandIndex.ToString();
var flowchart = GetFlowchart();
// See if a Lua Environment has been assigned to this Flowchart
if (luaEnvironment == null)
{
luaEnvironment = flowchart.LuaEnv;
}
if (luaEnvironment == null)
{
// No Lua Environment specified so just use any available or create one.
luaEnvironment = LuaEnvironment.GetLua();
}
string s = GetLuaString();
luaFunction = luaEnvironment.LoadLuaFunction(s, friendlyName);
// Add a binding to the parent flowchart
if (flowchart.LuaBindingName != "")
{
Table globals = luaEnvironment.Interpreter.Globals;
if (globals != null)
{
globals[flowchart.LuaBindingName] = flowchart;
}
}
// Always initialise when playing in the editor.
// Allows the user to edit the Lua script while the game is playing.
if ( !(Application.isPlaying && Application.isEditor) )
{
initialised = true;
}
}
protected virtual string GetLuaString()
{
if (luaFile == null)
{
return luaScript;
}
return luaFile.text + "\n" + luaScript;
}
protected virtual void StoreReturnVariable(DynValue returnValue)
{
if (returnVariable == null || returnValue == null)
{
return;
}
// Store the return value in a Fungus Variable
System.Type variableType = returnVariable.GetType();
if (variableType == typeof(BooleanVariable) && returnValue.Type == DataType.Boolean)
{
(returnVariable as BooleanVariable).Value = returnValue.Boolean;
}
else if (variableType == typeof(IntegerVariable) && returnValue.Type == DataType.Number)
{
(returnVariable as IntegerVariable).Value = (int)returnValue.Number;
}
else if (variableType == typeof(FloatVariable) && returnValue.Type == DataType.Number)
{
(returnVariable as FloatVariable).Value = (float)returnValue.Number;
}
else if (variableType == typeof(StringVariable) && returnValue.Type == DataType.String)
{
(returnVariable as StringVariable).Value = returnValue.String;
}
else if (variableType == typeof(ColorVariable) && returnValue.Type == DataType.UserData)
{
(returnVariable as ColorVariable).Value = returnValue.CheckUserDataType<Color>("ExecuteLua.StoreReturnVariable");
}
else if (variableType == typeof(GameObjectVariable) && returnValue.Type == DataType.UserData)
{
(returnVariable as GameObjectVariable).Value = returnValue.CheckUserDataType<GameObject>("ExecuteLua.StoreReturnVariable");
}
else if (variableType == typeof(MaterialVariable) && returnValue.Type == DataType.UserData)
{
(returnVariable as MaterialVariable).Value = returnValue.CheckUserDataType<Material>("ExecuteLua.StoreReturnVariable");
}
else if (variableType == typeof(ObjectVariable) && returnValue.Type == DataType.UserData)
{
(returnVariable as ObjectVariable).Value = returnValue.CheckUserDataType<Object>("ExecuteLua.StoreReturnVariable");
}
else if (variableType == typeof(SpriteVariable) && returnValue.Type == DataType.UserData)
{
(returnVariable as SpriteVariable).Value = returnValue.CheckUserDataType<Sprite>("ExecuteLua.StoreReturnVariable");
}
else if (variableType == typeof(TextureVariable) && returnValue.Type == DataType.UserData)
{
(returnVariable as TextureVariable).Value = returnValue.CheckUserDataType<Texture>("ExecuteLua.StoreReturnVariable");
}
else if (variableType == typeof(Vector2Variable) && returnValue.Type == DataType.UserData)
{
(returnVariable as Vector2Variable).Value = returnValue.CheckUserDataType<Vector2>("ExecuteLua.StoreReturnVariable");
}
else if (variableType == typeof(Vector3Variable) && returnValue.Type == DataType.UserData)
{
(returnVariable as Vector3Variable).Value = returnValue.CheckUserDataType<Vector3>("ExecuteLua.StoreReturnVariable");
}
else
{
Debug.LogError("Failed to convert " + returnValue.Type.ToLuaTypeString() + " return type to " + variableType.ToString());
}
}
#region Public members
public override void OnEnter()
{
InitExecuteLua();
if (luaFunction == null)
{
Continue();
}
luaEnvironment.RunLuaFunction(luaFunction, runAsCoroutine, (returnValue) => {
StoreReturnVariable(returnValue);
if (waitUntilFinished)
{
Continue();
}
});
if (!waitUntilFinished)
{
Continue();
}
}
public override string GetSummary()
{
return luaScript;
}
public override Color GetButtonColor()
{
return new Color32(235, 191, 217, 255);
}
#endregion
}
}