An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using UnityEngine;
using System.Collections;
using Fungus;
using MoonSharp.Interpreter;
namespace Fungus
{
[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")]
public LuaEnvironment luaEnvironment;
[TextArea(10,100)]
[Tooltip("Lua script to execute. Use {$VarName} to insert a Flowchart variable in the Lua script.")]
public string luaScript;
[Tooltip("Execute this Lua script as a Lua coroutine")]
public bool runAsCoroutine = true;
[Tooltip("Pause command execution until the Lua script has finished execution")]
public bool waitUntilFinished = true;
[Tooltip("A Flowchart variable to store the returned value in.")]
[VariableProperty()]
public Variable returnVariable;
protected string friendlyName = "";
protected virtual void Start()
{
// Cache a descriptive name to use in Lua error messages
friendlyName = gameObject.name + "." + parentBlock.blockName + "." + "ExecuteLua #" + commandIndex.ToString();
if (luaEnvironment == null)
{
luaEnvironment = LuaEnvironment.GetLua();
}
}
public override void OnEnter()
{
// This command could be executed from the Start of another component, so we
// need to check the Lua Environment here and in Start.
if (luaEnvironment == null)
{
luaEnvironment = LuaEnvironment.GetLua();
}
if (luaEnvironment == null)
{
Debug.LogError("No Lua Environment found");
Continue();
return;
}
string subbed = GetFlowchart().SubstituteVariables(luaScript);
luaEnvironment.DoLuaString(subbed, friendlyName, 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<Color>("ExecuteLua.StoreReturnVariable");
}
else if (variableType == typeof(GameObjectVariable) && returnValue.Type == DataType.UserData)
{
(returnVariable as GameObjectVariable).value = returnValue.CheckUserDataType<GameObject>("ExecuteLua.StoreReturnVariable");
}
else if (variableType == typeof(MaterialVariable) && returnValue.Type == DataType.UserData)
{
(returnVariable as MaterialVariable).value = returnValue.CheckUserDataType<Material>("ExecuteLua.StoreReturnVariable");
}
else if (variableType == typeof(ObjectVariable) && returnValue.Type == DataType.UserData)
{
(returnVariable as ObjectVariable).value = returnValue.CheckUserDataType<Object>("ExecuteLua.StoreReturnVariable");
}
else if (variableType == typeof(SpriteVariable) && returnValue.Type == DataType.UserData)
{
(returnVariable as SpriteVariable).value = returnValue.CheckUserDataType<Sprite>("ExecuteLua.StoreReturnVariable");
}
else if (variableType == typeof(TextureVariable) && returnValue.Type == DataType.UserData)
{
(returnVariable as TextureVariable).value = returnValue.CheckUserDataType<Texture>("ExecuteLua.StoreReturnVariable");
}
else if (variableType == typeof(Vector2Variable) && returnValue.Type == DataType.UserData)
{
(returnVariable as Vector2Variable).value = returnValue.CheckUserDataType<Vector2>("ExecuteLua.StoreReturnVariable");
}
else if (variableType == typeof(Vector3Variable) && returnValue.Type == DataType.UserData)
{
(returnVariable as Vector3Variable).value = returnValue.CheckUserDataType<Vector3>("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);
}
}
}