local inspect = require('inspect') -- Utility functions for working with Lua in Fungus local M = {} ------------ -- Debugging ------------ function M.inspect(v) print (inspect.inspect(v)) end ------- -- Time ------- -- Returns the absolute time -- Use this timing function to work correctly with the Lua Environment's timeScale property function M.gettime() return M.luautils.getTime() end -- Returns the delta time this frame -- Use this timing function to work correctly with the Lua Environment's timeScale property function M.getdeltatime() return M.luautils.getDeltaTime() end function M.settimescale(s) M.luautils.timeScale = s end ------------- -- Coroutines ------------- -- Waits for a number of seconds function M.wait(duration) local t = M.gettime() while (M.gettime() - t < duration) do coroutine.yield() end end -- Waits until the lamda function provided returns true, or the timeout expires. -- Returns true if the function succeeded, or false if the timeout expired -- function M.waitfor(fn, timeoutduration) local t = M.gettime() while (not fn()) do coroutine.yield() if (M.gettime() - t > timeoutduration) then return false end end return true end -- Starts a C# coroutine method function M.run(enumerator) -- If the parameter isn't an enumerator then CreateTask will fail local status, err = pcall( function() local task = M.luaenvironment.RunUnityCoroutine(enumerator) end) if (not status) then print(debug.traceback("Can't start a coroutine with a c# method that doesn't return IEnumerator", 2)) error(err) end end -- Starts a C# coroutine method and waits until it's finished function M.runwait(enumerator) -- If the parameter isn't an enumerator then CreateTask will fail local status, err = pcall( function() local task = M.luaenvironment.RunUnityCoroutine(enumerator) while (task != nil and task.Running) do coroutine.yield(); end end) if (not status) then print(debug.traceback("Can't start a coroutine with a c# method that doesn't return IEnumerator", 2)) error(err) end end --------------- -- String table --------------- -- Set active language for string table function M.setlanguage(languagecode) M.luautils.activeLanguage = languagecode end -- Get a named string from the string table function M.getstring(key) return M.luautils.GetString(key) end -- Substitutes variables and localisation strings into a piece of text -- e.g. v = 10, "Subbed value is [$v]" => "Subbed value is 10" function M.sub(text) return M.luautils.substitute(text) end -------------------------------------------------------------- -- Integration tests -- These functions require the Unity Test Tools to work. -------------------------------------------------------------- -- Checks if a condition is true (requires Unity Test Tools) -- Lua has a built in assert function, so we called this check to avoid conflicting. function M.check(c, reason) if (not c) then -- Output a traceback to help track down source error( debug.traceback("Assert failed", 2) ) end M.test.assert(c, reason) end -- Pass an integration test (requires Unity Test Tools) function M.pass() M.test.pass() end -- Fail an integration test (requires Unity Test Tools) function M.fail(reason) error( debug.traceback("Test failed", 2) ) M.test.fail(reason) end --------------------------------------------- -- All functions below require Fungus to work --------------------------------------------- ------------- -- Say Dialog ------------- -- Options for configuring Say Dialog behaviour M.sayoptions = {} M.sayoptions.saydialog = nil M.sayoptions.clearprevious = true M.sayoptions.waitforinput = true M.sayoptions.fadewhendone = true M.sayoptions.stopvoiceover = true -- Set the active saydialog to use with the say function function M.setsaydialog(saydialog) M.sayoptions.saydialog = saydialog end -- Gets the active say dialog, or creates one if none exists yet function M.getsaydialog() if (M.sayoptions.saydialog == nil) then local sd = M.luautils.spawn("SayDialog").GetComponent("SayDialog") M.setsaydialog(sd) end return M.sayoptions.saydialog end -- Set the active character on the Say Dialog -- character: A Fungus.Character component -- portrait: The name of a sprite in the character's portrait list function M.setcharacter(character, portrait) assert(character, "character must not be nil") local sd = M.getsaydialog() sd.SetCharacter(character) -- Do substitution on character name local subbed = M.sub(character.nameText) M.sayoptions.saydialog.SetCharacterName(subbed, character.nameColor) -- Try to set the portrait sprite if (portrait) then if (portrait == "") then M.sayoptions.saydialog.SetCharacterImage(nill) else for i,v in ipairs(character.portraits) do -- Use a case insensitive comparison if (string.lower(v.name) == string.lower(portrait)) then M.sayoptions.saydialog.SetCharacterImage(v) end end end end end -- Write text to the active Say Dialog -- text: A string to write to the say dialog -- voice: A voiceover audioclip to play function M.say(text, voiceclip) local sd = M.getsaydialog() -- Do variable substitution before displaying text local subbed = M.sub(text) local e = sd.SayInternal(subbed, M.sayoptions.clearprevious, M.sayoptions.waitforinput, M.sayoptions.fadewhendone, M.sayoptions.stopvoiceover, voiceclip) M.runwait(e) end -------------- -- Menu Dialog -------------- -- Options for configuring Menu Dialog behaviour M.menuoptions = {} -- Set the active menudialog to use with the menu function function M.setmenudialog(menudialog) M.menuoptions.menudialog = menudialog end -- Gets the active menu dialog, or creates one if none exists yet function M.getmenudialog() if (M.menuoptions.menudialog == nil) then local md = M.luautils.spawn("MenuDialog").GetComponent("MenuDialog") M.setmenudialog(md) end return M.menuoptions.menudialog end -- Display a menu button -- text: text to display on the button -- callback: function to call when this option is selected -- interactive (optional): if false, displays the option as disabled function M.menu(text, callback, interactive) local md = M.getmenudialog() -- Do variable substitution before displaying text local subbed = M.sub(text) md.AddOption(subbed, interactive or true, M.luaenvironment, callback) end -- Display a timer during which the player has to choose an option. -- duration: The length of time to display the timer. -- callback: Function to call if the timer expires before an option is selected. function M.menutimer(duration, callback) local md = M.getmenudialog() local e = md.ShowTimer(duration, M.luaenvironment, callback) M.runwait(e) end -- Clear all currently displayed menu options function M.clearmenu() assert(M.menuoptions.menudialog, "menudialog must not be nil") M.menuoptions.menudialog.Clear() end ------------ -- Flowchart ------------ -- Runs the specified Block in a Flowchart -- flowchart: The Fungus Flowchart containing the Block to run. -- blockname: The name of the Block to run. -- nowait: If false, will yield until the Block finishes execution. If true will continue immediately. function M.runblock(flowchart, blockname, nowait) assert(flowchart, "flowchart must not be nil") assert(blockname, "blockname must not be nil") local block = flowchart.FindBlock(blockname) if (not block) then error("Block " .. blockname .. " not found") return end local e = block.Execute(); if (nowait) then M.run( e ) else M.runwait( e ) end end return M