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369 lines
11 KiB
369 lines
11 KiB
local inspect = require('inspect') |
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-- Utility functions for working with Lua in Fungus |
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local M = {} |
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------------ |
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-- Debugging |
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------------ |
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-- Prints a summary of object v in a human readable format. |
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function M.inspect(v) |
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print (inspect.inspect(v)) |
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end |
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------------ |
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-- Math |
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------------ |
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-- rounds a number to the nearest decimal places |
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-- e.g. round(1.523, 100) -- 1.52 |
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function M.round(val, decimal) |
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if (decimal) then |
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return math.floor( (val * 10^decimal) + 0.5) / (10^decimal) |
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else |
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return math.floor(val+0.5) |
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end |
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end |
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------------- |
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-- Coroutines |
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------------- |
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-- Waits for a number of seconds |
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function M.wait(duration) |
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local t = M.time.timeSinceLevelLoad |
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while (M.time.timeSinceLevelLoad - t < duration) do |
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coroutine.yield() |
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end |
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end |
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-- Waits until the lamda function provided returns true, or the timeout expires. |
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-- Returns true if the function succeeded, or false if the timeout expired |
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function M.waitfor(fn, timeoutduration) |
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local t = M.time.timeSinceLevelLoad |
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while (not fn()) do |
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coroutine.yield() |
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if (M.time.timeSinceLevelLoad - t > timeoutduration) then |
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return false |
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end |
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end |
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return true |
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end |
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-- Starts a C# coroutine method |
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function M.run(enumerator) |
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-- If the parameter isn't an enumerator then CreateTask will fail |
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local status, err = pcall( function() |
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local task = M.luaenvironment.RunUnityCoroutine(enumerator) |
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end) |
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if (not status) then |
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print(debug.traceback("Can't start a coroutine with a c# method that doesn't return IEnumerator", 2)) |
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error(err) |
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end |
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end |
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-- Starts a C# coroutine method and waits until it's finished |
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function M.runwait(enumerator) |
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-- If the parameter isn't an enumerator then CreateTask will fail |
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local status, err = pcall( function() |
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local task = M.luaenvironment.RunUnityCoroutine(enumerator) |
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while (task != nil and task.Running) do |
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coroutine.yield(); |
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end |
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end) |
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if (not status) then |
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print(debug.traceback("Can't start a coroutine with a c# method that doesn't return IEnumerator", 2)) |
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error(err) |
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end |
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end |
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--------------- |
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-- String table |
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--------------- |
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-- Set active language for string table |
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function M.setlanguage(languagecode) |
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M.luautils.ActiveLanguage = languagecode |
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end |
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-- Get a named string from the string table |
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function M.getstring(key) |
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return M.luautils.GetString(key) |
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end |
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-- Substitutes variables and localisation strings into a piece of text |
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-- e.g. v = 10, "Subbed value is [$v]" => "Subbed value is 10" |
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function M.sub(text) |
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return M.luautils.substitute(text) |
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end |
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-------------------------------------------------------------- |
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-- Integration tests |
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-- These functions require the Unity Test Tools to work. |
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-------------------------------------------------------------- |
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-- Checks if a condition is true (requires Unity Test Tools) |
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-- Lua has a built in assert function, so we called this check to avoid conflicting. |
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function M.check(c, reason) |
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if (not c) then |
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-- Output a traceback to help track down source |
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error( debug.traceback("Assert failed", 2) ) |
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end |
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M.test.assert(c, reason) |
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end |
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-- Pass an integration test (requires Unity Test Tools) |
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function M.pass() |
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M.test.pass() |
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end |
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-- Fail an integration test (requires Unity Test Tools) |
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-- reason: Option string explaining why the test failed. |
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function M.fail(reason) |
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error( debug.traceback("Test failed", 2) ) |
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M.test.fail(reason) |
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end |
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--------------------------------------------- |
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-- All functions below require Fungus to work |
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--------------------------------------------- |
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------------- |
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-- Say Dialog |
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------------- |
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-- Options for configuring Say Dialog behaviour |
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M.sayoptions = {} |
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M.sayoptions.saydialog = nil |
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M.sayoptions.clearprevious = true |
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M.sayoptions.waitforinput = true |
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M.sayoptions.fadewhendone = true |
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M.sayoptions.stopvoiceover = true |
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-- Set the active saydialog to use with the say and conversation functions |
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function M.setsaydialog(saydialog) |
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M.sayoptions.saydialog = saydialog |
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luautils.SetSayDialog(saydialog) |
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end |
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-- Gets the active say dialog, or creates one if none exists yet |
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function M.getsaydialog() |
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if (M.sayoptions.saydialog == nil) then |
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local sd = M.luautils.spawn("Prefabs/SayDialog").GetComponent("SayDialog") |
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M.setsaydialog(sd) |
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end |
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return M.sayoptions.saydialog |
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end |
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-- Set the active character on the Say Dialog |
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-- character: A Fungus.Character component |
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-- portrait: The name of a sprite in the character's portrait list |
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function M.setcharacter(character, portrait) |
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assert(character, "character must not be nil") |
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local sd = M.getsaydialog() |
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sd.SetCharacter(character) |
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-- Do substitution on character name |
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local subbed = M.sub(character.nameText) |
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M.sayoptions.saydialog.SetCharacterName(subbed, character.nameColor) |
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-- Try to set the portrait sprite |
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if (portrait) then |
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if (portrait == "") then |
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M.sayoptions.saydialog.SetCharacterImage(nill) |
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else |
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for i,v in ipairs(character.portraits) do |
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-- Use a case insensitive comparison |
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if (string.lower(v.name) == string.lower(portrait)) then |
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M.sayoptions.saydialog.SetCharacterImage(v) |
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end |
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end |
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end |
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end |
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end |
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-- Write text to the active Say Dialog |
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-- text: A string to write to the say dialog |
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-- voice: A voiceover audioclip to play |
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function M.say(text, voiceclip) |
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local sd = M.getsaydialog() |
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-- Do variable substitution before displaying text |
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local subbed = M.sub(text) |
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local e = sd.DoSay(subbed, M.sayoptions.clearprevious, M.sayoptions.waitforinput, M.sayoptions.fadewhendone, M.sayoptions.stopvoiceover, voiceclip) |
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M.runwait(e) |
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end |
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-- Say a series of lines, setting speakign character, portrait or stage position on each line. |
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-- All parameters may be ommitted. The first three parameters can appear in any order. |
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-- The story text starts with a ':' and runs to the next newline character. |
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-- conv: A string of conversational lines using the following format. |
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-- [character] [portrait] [position] <: Story text> |
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-- e.g. john happy left: Hi, I'm happy. |
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function M.conversation(text) |
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local subbed = M.sub(text) |
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local e = luautils.DoConversation(subbed) |
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M.runwait(e) |
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end |
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-------------- |
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-- Menu Dialog |
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-------------- |
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-- Options for configuring Menu Dialog behaviour |
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M.menuoptions = {} |
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-- Set the active menudialog to use with the menu function |
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function M.setmenudialog(menudialog) |
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M.menuoptions.menudialog = menudialog |
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end |
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-- Gets the active menu dialog, or creates one if none exists yet |
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function M.getmenudialog() |
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if (M.menuoptions.menudialog == nil) then |
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local md = M.luautils.spawn("Prefabs/MenuDialog").GetComponent("MenuDialog") |
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M.setmenudialog(md) |
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end |
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return M.menuoptions.menudialog |
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end |
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-- Display a menu button |
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-- text: text to display on the button |
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-- callback: function to call when this option is selected |
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-- interactive (optional): if false, displays the option as disabled |
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function M.menu(text, callback, interactive) |
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local md = M.getmenudialog() |
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-- Do variable substitution before displaying text |
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local subbed = M.sub(text) |
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-- Default bool parameters are tricksy |
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if (interactive == nil) then |
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interactive = true |
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end |
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md.AddOption(subbed, interactive, M.luaenvironment, callback) |
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end |
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-- Display a list of menu options and wait for user to choose one. |
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-- When an option starts with the ~ character it will be displayed but not be selectable. |
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-- Returns the index of the selected option. |
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-- Returns 0 if options list is empty. Note: Lua array indices start at 1, not 0). |
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-- options: an array of option strings. e.g. { "Option 1", "Option 2" } |
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function M.choose(options) |
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return M.choosetimer(options, 0, 0) |
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end |
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-- Display a list of menu options and wait for user to choose one, or for a timer to expire. |
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-- When an option starts with the ~ character it will be displayed but not be selectable. |
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-- Returns the index of the selected option, or the defaultoption if the timer expires. |
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-- Returns 0 if options list is empty. Note: Lua array indices start at 1, not 0). |
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-- options: an array of option strings. e.g. { "Option 1", "Option 2" } |
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-- duration: Time player has to pick an option. |
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-- defaultoption: Option index to return if the timer expires. |
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function M.choosetimer(options, duration, defaultoption) |
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if (options == nil or #options == 0) then |
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return 0 |
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end |
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local md = M.getmenudialog() |
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local selection = 0 |
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for i, text in ipairs(options) do |
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local callback = function () |
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selection = i; |
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end |
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-- Do variable substitution before displaying text |
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local subbed = M.sub(text) |
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-- Check if option has been flagged as not interactive |
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local interactive = true |
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if string.sub(subbed, 1, 1) == "~" then |
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interactive = false |
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subbed = string.sub(subbed, 2) |
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end |
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md.AddOption(subbed, interactive, M.luaenvironment, callback) |
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end |
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if (duration > 0) then |
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local callback = function () |
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selection = defaultoption |
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end |
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local e = md.ShowTimer(duration, M.luaenvironment, callback) |
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M.run(e) |
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end |
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-- Wait until one of the callbacks is called by the user selecting an option |
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while (selection == 0) do |
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coroutine.yield() |
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end |
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return selection |
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end |
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-- Display a timer during which the player has to choose an option. |
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-- duration: The length of time to display the timer. |
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-- callback: Function to call if the timer expires before an option is selected. |
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function M.menutimer(duration, callback) |
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local md = M.getmenudialog() |
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local e = md.ShowTimer(duration, M.luaenvironment, callback) |
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M.runwait(e) |
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end |
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-- Clear all currently displayed menu options |
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function M.clearmenu() |
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assert(M.menuoptions.menudialog, "menudialog must not be nil") |
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M.menuoptions.menudialog.Clear() |
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end |
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------------ |
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-- Flowchart |
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------------ |
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-- Returns the specified Variable in a Flowchart. |
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-- To access the value of the variable, use its .value property. e.g. |
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-- v = getvar(flowchart, "FloatVar") |
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-- v.value = 10 -- Sets the value of the variable to 10 |
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-- f = v.value -- f now contains 10 |
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-- flowchart: The Fungus Flowchart containing the Block to run. |
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-- varname: The name of the Variable to get. |
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function M.getvar(flowchart, varname) |
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assert(flowchart, "flowchart must not be nil") |
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return flowchart.GetVariable(varname) |
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end |
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-- Runs the specified Block in a Flowchart |
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-- flowchart: The Fungus Flowchart containing the Block to run. |
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-- blockname: The name of the Block to run. |
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-- commandindex: Index of the command to start execution at |
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-- nowait: If false, will yield until the Block finishes execution. If true will continue immediately. |
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function M.runblock(flowchart, blockname, commandindex, nowait) |
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assert(flowchart, "flowchart must not be nil") |
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assert(blockname, "blockname must not be nil") |
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local block = flowchart.FindBlock(blockname) |
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if (not block) then |
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error("Block " .. blockname .. " not found") |
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return |
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end |
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local e = block.Execute(commandindex or 0); |
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if (nowait) then |
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M.run( e ) |
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else |
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M.runwait( e ) |
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end |
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end |
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return M |