// 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 Fungus; using MoonSharp.Interpreter; namespace Fungus { /// /// Executes a Lua code chunk using a Lua Environment. /// [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; public ILuaEnvironment LuaEnv { set; get; } [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(); } /// /// Initialises the Lua environment and compiles the Lua string for execution later on. /// 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(); Flowchart flowchart = GetFlowchart(); // See if a Lua Environment has been assigned to this Flowchart if (luaEnvironment == null) { LuaEnv = flowchart.LuaEnv; } // No Lua Environment specified so just use any available or create one. if (LuaEnv == null) { LuaEnv = LuaEnvironment.GetLua(); } string s = GetLuaString(); luaFunction = LuaEnv.LoadLuaFunction(s, friendlyName); // Add a binding to the parent flowchart if (flowchart.LuaBindingName != "") { Table globals = LuaEnv.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; } public override void OnEnter() { InitExecuteLua(); if (luaFunction == null) { Continue(); } LuaEnv.RunLuaFunction(luaFunction, runAsCoroutine, (returnValue) => { StoreReturnVariable(returnValue); if (waitUntilFinished) { Continue(); } }); if (!waitUntilFinished) { Continue(); } } 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("ExecuteLua.StoreReturnVariable"); } else if (variableType == typeof(GameObjectVariable) && returnValue.Type == DataType.UserData) { (returnVariable as GameObjectVariable).Value = returnValue.CheckUserDataType("ExecuteLua.StoreReturnVariable"); } else if (variableType == typeof(MaterialVariable) && returnValue.Type == DataType.UserData) { (returnVariable as MaterialVariable).Value = returnValue.CheckUserDataType("ExecuteLua.StoreReturnVariable"); } else if (variableType == typeof(ObjectVariable) && returnValue.Type == DataType.UserData) { (returnVariable as ObjectVariable).Value = returnValue.CheckUserDataType("ExecuteLua.StoreReturnVariable"); } else if (variableType == typeof(SpriteVariable) && returnValue.Type == DataType.UserData) { (returnVariable as SpriteVariable).Value = returnValue.CheckUserDataType("ExecuteLua.StoreReturnVariable"); } else if (variableType == typeof(TextureVariable) && returnValue.Type == DataType.UserData) { (returnVariable as TextureVariable).Value = returnValue.CheckUserDataType("ExecuteLua.StoreReturnVariable"); } else if (variableType == typeof(Vector2Variable) && returnValue.Type == DataType.UserData) { (returnVariable as Vector2Variable).Value = returnValue.CheckUserDataType("ExecuteLua.StoreReturnVariable"); } else if (variableType == typeof(Vector3Variable) && returnValue.Type == DataType.UserData) { (returnVariable as Vector3Variable).Value = returnValue.CheckUserDataType("ExecuteLua.StoreReturnVariable"); } else { Debug.LogError("Failed to convert " + returnValue.Type.ToLuaTypeString() + " return type to " + variableType.ToString()); } } public override string GetSummary() { return luaScript; } public override Color GetButtonColor() { return new Color32(235, 191, 217, 255); } } }