4 changed files with 120 additions and 72 deletions
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using UnityEngine; |
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using System.Collections; |
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using System.Text; |
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namespace Fungus |
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{ |
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public interface ILuaUtils |
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{ |
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/// <summary> |
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/// Returns a string from the string table for this key. |
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/// The string returned depends on the active language. |
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/// </summary> |
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string GetString(string key); |
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/// <summary> |
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/// Implementation of StringSubstituter.ISubstitutionHandler |
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/// Substitutes specially formatted tokens in the text with global variables and string table values. |
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/// The string table value used depends on the currently loaded string table and active language. |
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/// </summary> |
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bool SubstituteStrings(StringBuilder input); |
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/// <summary> |
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/// Performs string substitution on the input string, replacing tokens of the form {$VarName} with |
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/// matching variables, localised strings, etc. in the scene. |
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/// </summary> |
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string Substitute(string input); |
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/// <summary> |
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/// Find a game object by name and returns it. |
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/// </summary> |
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GameObject Find(string name); |
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/// <summary> |
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/// Returns one active GameObject tagged tag. Returns null if no GameObject was found. |
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/// </summary> |
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GameObject FindWithTag(string tag); |
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/// <summary> |
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/// Returns a list of active GameObjects tagged tag. Returns empty array if no GameObject was found. |
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/// </summary> |
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GameObject[] FindGameObjectsWithTag(string tag); |
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/// <summary> |
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/// Create a copy of a GameObject. |
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/// Can be used to instantiate prefabs. |
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/// </summary> |
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GameObject Instantiate(GameObject go); |
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/// <summary> |
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/// Destroys an instance of a GameObject. |
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/// </summary> |
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void Destroy(GameObject go); |
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/// <summary> |
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/// Spawns an instance of a named prefab resource. |
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/// The prefab must exist in a Resources folder in the project. |
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/// </summary> |
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GameObject Spawn(string resourceName); |
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/// <summary> |
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/// Use the conversation manager to play out a conversation |
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/// </summary> |
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/// <param name="conv"></param> |
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IEnumerator DoConversation(string conv); |
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|
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/// <summary> |
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/// Sync the active say dialog with what Lua thinks the SayDialog should be |
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/// </summary> |
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/// <param name="sayDialog"></param> |
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void SetSayDialog(ISayDialog sayDialog); |
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} |
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} |
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fileFormatVersion: 2 |
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guid: d24a505bdb666456d84b02a983fe5bee |
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timeCreated: 1473674337 |
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licenseType: Free |
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MonoImporter: |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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