An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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// Adapted from the Unity Test Tools project (MIT license)
// https://bitbucket.org/Unity-Technologies/unitytesttools/src/a30d562427e9/Assets/UnityTestTools/
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using UnityEngine;
using MoonSharp.Interpreter;
using Debug = UnityEngine.Debug;
using Object = UnityEngine.Object;
namespace Fungus
{
public class LuaScript : MonoBehaviour
{
/// <summary>
/// The Lua Environment to use when executing Lua script.
/// </summary>
[Tooltip("The Lua Environment to use when executing Lua script.")]
public LuaEnvironment luaEnvironment;
/// <summary>
/// Text file containing Lua script to be executed.
/// </summary>
[Tooltip("Text file containing Lua script to be executed.")]
public TextAsset luaFile;
/// <summary>
/// Lua script to execute.
/// </summary>
[Tooltip("A Lua string to execute, appended to the contents of Lua File (if one is specified).")]
[TextArea(5, 50)]
public string luaScript = "";
/// <summary>
/// Run the script as a Lua coroutine so execution can be yielded for asynchronous operations.
/// </summary>
[Tooltip("Run the script as a Lua coroutine so execution can be yielded for asynchronous operations.")]
public bool runAsCoroutine = true;
protected string friendlyName = "";
protected bool initialised;
// Stores the compiled Lua code for fast execution later.
protected Closure luaFunction;
// Recursively build the full hierarchy path to this game object
private static string GetPath(Transform current)
{
if (current.parent == null)
{
return current.name;
}
return GetPath(current.parent) + "." + current.name;
}
public void Start()
{
InitLuaScript();
}
/// <summary>
/// Initialises the Lua environment and compiles the Lua string for execution later on.
/// </summary>
protected virtual void InitLuaScript()
{
if (initialised)
{
return;
}
if (luaEnvironment == null)
{
// Create a Lua Environment if none exists yet
luaEnvironment = LuaEnvironment.GetLua();
}
if (luaEnvironment == null)
{
Debug.LogError("No Lua Environment found");
return;
}
// Ensure the LuaEnvironment is initialized before trying to execute code
luaEnvironment.InitEnvironment();
// Cache a descriptive name to use in Lua error messages
friendlyName = GetPath(transform) + ".LuaScript";
string s = GetLuaString();
luaFunction = luaEnvironment.LoadLuaString(s, friendlyName);
// 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;
}
}
/// <summary>
/// Returns the Lua string to be executed.
/// This is the contents of the Lua script appended to the contents of the Lua file.
/// </summary>
/// <returns>The lua string.</returns>
protected virtual string GetLuaString()
{
string s = "";
if (luaFile != null)
{
s = luaFile.text;
}
if (luaScript.Length > 0)
{
s += luaScript;
}
return s;
}
/// <summary>
/// Execute the Lua script.
/// This is the function to call if you want to trigger execution from an external script.
/// </summary>
public virtual void OnExecute()
{
// Make sure the script and Lua environment are initialised before executing
InitLuaScript();
if (luaEnvironment == null)
{
Debug.LogWarning("No Lua Environment found");
}
else
{
luaEnvironment.RunLuaFunction(luaFunction, runAsCoroutine);
}
}
}
}