Chris Gregan
9 years ago
49 changed files with 5295 additions and 1805 deletions
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@ -0,0 +1,24 @@
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using UnityEngine; |
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using System.Collections; |
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|
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namespace Fungus |
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{ |
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|
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/// <summary> |
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/// Displays information text at the top left of the screen. |
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/// </summary> |
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public class InfoText : MonoBehaviour |
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{ |
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[Tooltip("The information text to display")] |
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[TextArea(20, 20)] |
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public string info = ""; |
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void OnGUI() |
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{ |
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Rect rect = new Rect(0,0, Screen.width / 2, Screen.height); |
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GUI.Label(rect, info); |
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} |
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} |
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} |
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using UnityEngine; |
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using System.Collections; |
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public class CustomScript : MonoBehaviour |
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{ |
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public string myString = ""; |
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public float timeToWait = 5f; |
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public void MyFunction() |
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{ |
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Debug.Log("Called my function"); |
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} |
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public IEnumerator MyCoroutine() |
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{ |
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Debug.Log("Called my coroutine"); |
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yield return new WaitForSeconds(timeToWait); |
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|
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Debug.Log("Coroutine finished"); |
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} |
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} |
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luaEnvironment: {fileID: 201313717} |
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luaFile: {fileID: 0} |
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luaScript: ' |
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|
||||
-- Getting a public property |
||||
|
||||
local s = customscript.myString; |
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|
||||
print (s) |
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|
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|
||||
-- Running a public method |
||||
|
||||
customscript.MyFunction() |
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|
||||
|
||||
-- Running public method as a coroutine |
||||
|
||||
runwait( customscript.MyCoroutine() ) |
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|
||||
|
||||
print ("Lua Script Finished!")' |
||||
runAsCoroutine: 1 |
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|
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In the LuaBindings component of the Lua object, a binding has been added to a |
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prefab asset with the key ''testsprite'' |
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|
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|
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luautils.Instantiate() method to instantiate the prefab gameobject. |
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|
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|
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There''s also a luautils.Spawn() method if you want to spawn a prefab just from |
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the asset name, see the docs for details.' |
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|
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runblock(flowchart, "BlockA") |
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|
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|
||||
-- Rub Block B and don''t wait |
||||
|
||||
runblock(flowchart, "BlockB", true) |
||||
|
||||
|
||||
-- This prints to the console while BlockB is still running |
||||
|
||||
print("Lua script finished") |
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|
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' |
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info: 'This example shows how run Blocks in a Flowchart from Lua. |
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|
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|
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The Lua object has a binding to the Flowchart. The Lua script uses the runblock() |
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function to start BlockA and BlockB running. |
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|
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' |
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info: 'This example shows how you can use Lua to perform complex calculations involving |
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multiple variables and maths functions. |
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|
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|
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This example doesn''t require all the components provided in the standard Lua |
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to manage the binding for the Flowchart. |
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|
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|
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the result of the comparison. |
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|
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|
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which evaluates the required expression and stores the result in the Result boolean |
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variable. |
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|
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|
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An If command then changes the response to the player based on the value stored |
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in Result.' |
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luaScript: "-- Check if player has a rock and score > 20 \n\n-- Get references to |
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the Flowchart variables\nlocal hasrock = getvar(flowchart, \"HasRock\")\nlocal |
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score = getvar(flowchart, \"Score\")\n\n-- Evaluate a complex condition, and return |
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it\n-- Remember to use .value to access the actual value\n\nreturn hasrock.value |
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== true and score.value > 10" |
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info: 'This example shows how to access the variables in a Flowchart from Lua. |
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|
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|
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|
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Try setting the ChangeName variable in the Flowchart to false, to see how it affects |
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-- string variable |
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|
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local s = sub("{$hello_world}") |
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info: 'This example shows how to execute a Lua script from a Unity trigger event. |
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|
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|
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The CubeTrigger object has ExecuteHandler and LuaScript components attached. The |
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ExecuteHandler has been set to execute the LuaScript component when a trigger |
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enter event happens. If you want to execute a LuaScript component from C# script, |
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simply call its OnExecute() method. |
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|
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|
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You can find the ExecuteHandler and LuaScript components in Fungus/ThirdParty/FungusLua/Scripts' |
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--- !u!20 &2071052760 |
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far clip plane: 1000 |
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orthographic size: 5 |
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m_StereoSeparation: 0.022 |
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m_StereoMirrorMode: 0 |
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--- !u!4 &2071052761 |
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m_PrefabParentObject: {fileID: 0} |
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m_PrefabInternal: {fileID: 0} |
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m_GameObject: {fileID: 2071052756} |
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m_RootOrder: 0 |
Loading…
Reference in new issue