Example #1
0
    /// <summary>
    /// Loads all the functions using the given file name.
    /// </summary>
    /// <param name="fileName">The file name.</param>
    /// <param name="functionsName">The functions name.</param>
    private void LoadFunctions(string fileName, string functionsName)
    {
        string ext    = Path.GetExtension(fileName);
        string folder = "LUA";

        Functions.Type scriptType = Functions.Type.Lua;

        if (string.Compare(".cs", ext, true) == 0)
        {
            folder     = "CSharp";
            scriptType = Functions.Type.CSharp;
        }

        LoadTextFile(
            folder,
            fileName,
            (filePath) =>
        {
            if (File.Exists(filePath))
            {
                string text = File.ReadAllText(filePath);
                FunctionsManager.Get(functionsName).LoadScript(text, functionsName, scriptType);
            }
            else
            {
                UnityDebugger.Debugger.LogError(folder == "CSharp" ? "CSharp" : "LUA", "file " + filePath + " not found");
            }
        });
    }
Example #2
0
    /// <summary>
    /// Fire the event named actionName, resulting in all lua functions being called.
    /// This one reduces GC bloat.
    /// </summary>
    /// <param name="actionName">Name of the action being triggered.</param>
    /// <param name="target">Object, passed to LUA function as 1-argument.</param>
    /// <param name="parameters">Parameters in question.  First one must be target instance. </param>
    public void Trigger(string actionName, params object[] parameters)
    {
        List <string> actions;

        if (actionsList.TryGetValue(actionName, out actions) && actions != null)
        {
            FunctionsManager.Get(parameters[0].GetType().Name).Call(actions, parameters);
        }
    }
Example #3
0
 /// <summary>
 /// Fire the event named actionName, resulting in all lua functions being called.
 /// This one reduces GC bloat.
 /// </summary>
 /// <param name="actionName">Name of the action being triggered.</param>
 /// <param name="target">Object, passed to LUA function as 1-argument.</param>
 /// <param name="parameters">Parameters in question.  First one must be target instance. </param>
 public void Trigger(string actionName, params object[] parameters)
 {
     if (!actionsList.ContainsKey(actionName) || actionsList[actionName] == null)
     {
     }
     else
     {
         FunctionsManager.Get(parameters[0].GetType().Name).Call(actionsList[actionName], parameters);
     }
 }
 /// <summary>
 /// Fire the event named actionName, resulting in all lua functions being called.
 /// </summary>
 /// <param name="actionName">Name of the action being triggered.</param>
 /// <param name="target">Object, passed to LUA function as 1-argument.</param>
 /// <param name="deltaTime">Time since last Trigger of this event.</param>
 public void Trigger <T>(string actionName, T target, params object[] parameters)
 {
     if (!actionsList.ContainsKey(actionName) || actionsList[actionName] == null)
     {
     }
     else
     {
         FunctionsManager.Get(target.GetType().Name).CallWithInstance(actionsList[actionName], target, parameters);
     }
 }
Example #5
0
 /// <summary>
 /// Loads all the functions using the given file name.
 /// </summary>
 /// <param name="fileName">The file name.</param>
 /// <param name="functionsName">The functions name.</param>
 private void LoadFunctions(string fileName, string functionsName)
 {
     LoadTextFile(
         "LUA",
         fileName,
         (filePath) =>
     {
         string text = File.ReadAllText(filePath);
         FunctionsManager.Get(functionsName).LoadScript(text, functionsName);
     });
 }
Example #6
0
 /// <summary>
 /// Loads the script file in the given location.
 /// </summary>
 /// <param name="file">The file name.</param>
 /// <param name="functionsName">The functions name.</param>
 public void LoadFunctionsInFile(FileInfo file, string functionsName)
 {
     LoadTextFile(
         file.DirectoryName,
         file.Name,
         (filePath) =>
     {
         StreamReader reader = new StreamReader(file.OpenRead());
         string text         = reader.ReadToEnd();
         FunctionsManager.Get(functionsName).LoadScript(text, functionsName, file.Extension == ".lua" ? Functions.Type.Lua : Functions.Type.CSharp);
     });
 }
Example #7
0
    /// <summary>
    /// Loads the base and the mods scripts.
    /// </summary>
    /// <param name="mods">The mods directories.</param>
    /// <param name="fileName">The file name.</param>
    private void LoadFunctionScripts(string functionsName, string fileName)
    {
        string filePath = Path.Combine(Application.streamingAssetsPath, "LUA");

        filePath = Path.Combine(filePath, fileName);
        if (File.Exists(filePath))
        {
            string text = File.ReadAllText(filePath);
            FunctionsManager.Get(functionsName).LoadScript(text, functionsName);
        }

        foreach (DirectoryInfo mod in mods)
        {
            filePath = Path.Combine(mod.FullName, fileName);
            if (File.Exists(filePath))
            {
                string text = File.ReadAllText(filePath);
                FunctionsManager.Get(functionsName).LoadScript(text, functionsName);
            }
        }
    }
Example #8
0
 public void SetClosedAction(string funcName)
 {
     Closed = () => FunctionsManager.Get("ModDialogBox").Call(funcName, Result);
 }
Example #9
0
    /// <summary>
    /// Loads the Mod Dialog Box from the XML file.
    /// </summary>
    /// <param name="file">The FileInfo object that references to the XML file.</param>
    public void LoadFromXML(FileInfo file)
    {
        // TODO: Find a better way to do this. Not user friendly/Expansible.
        // ModDialogBox -> Dialog Background
        //                 |-> Title
        //                 |-> Content
        Content = transform.GetChild(0).GetChild(1);

        controls = new Dictionary <string, DialogControl>();

        XmlSerializer serializer = new XmlSerializer(typeof(ModDialogBoxInformation));

        try
        {
            ModDialogBoxInformation dialogBoxInfo = (ModDialogBoxInformation)serializer.Deserialize(file.OpenRead());
            Title = dialogBoxInfo.title;
            foreach (DialogComponent gameObjectInfo in dialogBoxInfo.content)
            {
                // Implement new DialogComponents in here.
                switch (gameObjectInfo.ObjectType)
                {
                case "Text":
                    GameObject textObject = (GameObject)Instantiate(Resources.Load("Prefab/DialogBoxPrefabs/DialogText"), Content);
                    textObject.GetComponent <Text>().text = (string)gameObjectInfo.data;
                    textObject.GetComponent <RectTransform>().anchoredPosition = gameObjectInfo.position;
                    break;

                case "Input":
                    GameObject inputObject = (GameObject)Instantiate(Resources.Load("Prefab/DialogBoxPrefabs/DialogInputComponent"), Content);
                    inputObject.GetComponent <RectTransform>().anchoredPosition = gameObjectInfo.position;
                    inputObject.GetComponent <RectTransform>().sizeDelta        = gameObjectInfo.size;
                    controls[gameObjectInfo.name] = inputObject.GetComponent <DialogControl>();
                    break;

                case "Image":
                    GameObject imageObject  = (GameObject)Instantiate(Resources.Load("Prefab/DialogBoxPrefabs/DialogImage"), Content);
                    Texture2D  imageTexture = new Texture2D((int)gameObjectInfo.size.x, (int)gameObjectInfo.size.y);
                    try
                    {
                        imageTexture.LoadImage(File.ReadAllBytes(Path.Combine(Application.streamingAssetsPath, (string)gameObjectInfo.data)));
                        Sprite imageSprite = Sprite.Create(imageTexture, new Rect(0, 0, gameObjectInfo.size.x, gameObjectInfo.size.y), Vector2.zero);

                        imageObject.GetComponent <Image>().sprite = imageSprite;
                        imageObject.GetComponent <RectTransform>().anchoredPosition = gameObjectInfo.position;
                        imageObject.GetComponent <RectTransform>().sizeDelta        = gameObjectInfo.size;
                        controls[gameObjectInfo.name] = imageObject.GetComponent <DialogControl>();
                    }
                    catch (System.Exception error)
                    {
                        Debug.ULogErrorChannel("ModDialogBox", "Error converting image:" + error.Message);
                        return;
                    }

                    break;

                case "Button":
                    GameObject buttonObject = (GameObject)Instantiate(Resources.Load("Prefab/DialogBoxPrefabs/DialogButton"));
                    buttonObject.GetComponent <RectTransform>().anchoredPosition = gameObjectInfo.position;
                    buttonObject.GetComponent <RectTransform>().sizeDelta        = gameObjectInfo.size;
                    buttonObject.GetComponentInChildren <Text>().text            = (string)gameObjectInfo.data;
                    buttonObject.GetComponent <DialogButton>().buttonName        = gameObjectInfo.name;
                    controls[gameObjectInfo.name] = buttonObject.GetComponent <DialogButton>();

                    break;
                }
            }

            // Enable dialog buttons from the list of buttons.
            foreach (DialogBoxResult buttons in dialogBoxInfo.buttons)
            {
                switch (buttons)
                {
                case DialogBoxResult.Yes:
                    gameObject.transform.GetChild(0).transform.Find("Buttons/btnYes").gameObject.SetActive(true);
                    break;

                case DialogBoxResult.No:
                    gameObject.transform.GetChild(0).transform.Find("Buttons/btnNo").gameObject.SetActive(true);
                    break;

                case DialogBoxResult.Cancel:
                    gameObject.transform.GetChild(0).transform.Find("Buttons/btnCancel").gameObject.SetActive(true);
                    break;

                case DialogBoxResult.Okay:
                    gameObject.transform.GetChild(0).transform.Find("Buttons/btnOK").gameObject.SetActive(true);
                    break;
                }
            }

            EventActions eventActions = new EventActions();
            foreach (KeyValuePair <string, string> pair in dialogBoxInfo.Actions)
            {
                eventActions.Register(pair.Key, pair.Value);
            }

            events = eventActions;

            FunctionsManager.Get("ModDialogBox").RegisterGlobal(typeof(ModDialogBox));
            extraData = new List <object>();
        }
        catch (System.Exception error)
        {
            Debug.ULogErrorChannel("ModDialogBox", "Error deserializing data:" + error.Message);
        }
    }