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using UnityEngine;
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using System.Collections;
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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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[CommandInfo("Scripting",
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"Execute Lua",
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"Executes a Lua code chunk using a Lua Environment.")]
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public class ExecuteLua : Command
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{
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[Tooltip("Lua Environment to use to execute this Lua script")]
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public LuaEnvironment luaEnvironment;
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[TextArea(10,100)]
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[Tooltip("Lua script to execute. Use {$VarName} to insert a Flowchart variable in the Lua script.")]
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public string luaScript;
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[Tooltip("Execute this Lua script as a Lua coroutine")]
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public bool runAsCoroutine = true;
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[Tooltip("Pause command execution until the Lua script has finished execution")]
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public bool waitUntilFinished = true;
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[Tooltip("A Flowchart variable to store the returned value in.")]
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[VariableProperty()]
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public Variable returnVariable;
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protected string friendlyName = "";
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protected virtual void Start()
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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 + "." + "ExecuteLua #" + commandIndex.ToString();
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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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}
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public override void OnEnter()
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{
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// This command could be executed from the Start of another component, so we
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// need to check the Lua Environment here and in Start.
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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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if (luaEnvironment == null)
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{
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Debug.LogError("No Lua Environment found");
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Continue();
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return;
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}
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string subbed = GetFlowchart().SubstituteVariables(luaScript);
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luaEnvironment.DoLuaString(subbed, friendlyName, runAsCoroutine, (returnValue) => {
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StoreReturnVariable(returnValue);
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if (waitUntilFinished)
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{
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Continue();
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}
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});
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if (!waitUntilFinished)
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{
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Continue();
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}
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}
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protected virtual void StoreReturnVariable(DynValue returnValue)
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{
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if (returnVariable == null || returnValue == null)
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{
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return;
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}
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// Store the return value in a Fungus Variable
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System.Type variableType = returnVariable.GetType();
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if (variableType == typeof(BooleanVariable) && returnValue.Type == DataType.Boolean)
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{
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(returnVariable as BooleanVariable).value = returnValue.Boolean;
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}
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else if (variableType == typeof(IntegerVariable) && returnValue.Type == DataType.Number)
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{
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(returnVariable as IntegerVariable).value = (int)returnValue.Number;
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}
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else if (variableType == typeof(FloatVariable) && returnValue.Type == DataType.Number)
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{
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(returnVariable as FloatVariable).value = (float)returnValue.Number;
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}
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else if (variableType == typeof(StringVariable) && returnValue.Type == DataType.String)
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{
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(returnVariable as StringVariable).value = returnValue.String;
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}
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else if (variableType == typeof(ColorVariable) && returnValue.Type == DataType.UserData)
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{
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(returnVariable as ColorVariable).value = returnValue.CheckUserDataType<Color>("ExecuteLua.StoreReturnVariable");
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}
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else if (variableType == typeof(GameObjectVariable) && returnValue.Type == DataType.UserData)
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{
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(returnVariable as GameObjectVariable).value = returnValue.CheckUserDataType<GameObject>("ExecuteLua.StoreReturnVariable");
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}
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else if (variableType == typeof(MaterialVariable) && returnValue.Type == DataType.UserData)
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{
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(returnVariable as MaterialVariable).value = returnValue.CheckUserDataType<Material>("ExecuteLua.StoreReturnVariable");
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}
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else if (variableType == typeof(ObjectVariable) && returnValue.Type == DataType.UserData)
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{
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(returnVariable as ObjectVariable).value = returnValue.CheckUserDataType<Object>("ExecuteLua.StoreReturnVariable");
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}
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else if (variableType == typeof(SpriteVariable) && returnValue.Type == DataType.UserData)
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{
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(returnVariable as SpriteVariable).value = returnValue.CheckUserDataType<Sprite>("ExecuteLua.StoreReturnVariable");
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}
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else if (variableType == typeof(TextureVariable) && returnValue.Type == DataType.UserData)
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{
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(returnVariable as TextureVariable).value = returnValue.CheckUserDataType<Texture>("ExecuteLua.StoreReturnVariable");
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}
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else if (variableType == typeof(Vector2Variable) && returnValue.Type == DataType.UserData)
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{
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(returnVariable as Vector2Variable).value = returnValue.CheckUserDataType<Vector2>("ExecuteLua.StoreReturnVariable");
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}
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else if (variableType == typeof(Vector3Variable) && returnValue.Type == DataType.UserData)
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{
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(returnVariable as Vector3Variable).value = returnValue.CheckUserDataType<Vector3>("ExecuteLua.StoreReturnVariable");
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}
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else
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{
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Debug.LogError("Failed to convert " + returnValue.Type.ToLuaTypeString() + " return type to " + variableType.ToString());
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}
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}
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public override string GetSummary()
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{
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return luaScript;
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}
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public override Color GetButtonColor()
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{
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return new Color32(235, 191, 217, 255);
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}
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}
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}
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