Esempio n. 1
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 /// <summary>
 /// Performs this dialog command if the condition is met
 /// </summary>
 /// <param name="context">The Lua context to use for performing this command</param>
 public void Perform(LuaContext context)
 {
     if (ConditionsMet(context))
     {
         context.DoString(m_command);
     }
 }
Esempio n. 2
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        /// <summary>
        /// Makes this scene go to it's first Dialog Output
        /// </summary>
        public void GotoFirst()
        {
            object id = m_luaContext.DoString(m_initDialogSelector)[0];

            if (id.GetType() == typeof(Double))
            {
                CurrentDialog = this[(int)((double)id)];
            }
            else
            {
                Logger.LogMessage(LogMessageType.Warning, "DialogScene \"{0}\" has a selector that does not return a number, instead returns {1}", m_name, id.GetType().Name);
                CurrentDialog = UNKNOWN_CHOICE;
            }
        }
Esempio n. 3
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 /// <summary>
 /// Checks if the conditions are met to run this command
 /// </summary>
 /// <param name="context">The Lua context to run the command with</param>
 /// <returns>True if the command's conditions are met, otherwise false</returns>
 public bool ConditionsMet(LuaContext context)
 {
     return((bool)context.DoString("return " + m_condition)[0]);
 }
Esempio n. 4
0
 /// <summary>
 /// Checks if this choice's conditions are met - Matthew
 /// </summary>
 /// <param name="context">The Lua context to use for checking conditions</param>
 /// <returns>True if the choice's conditions are met, otherwise false</returns>
 public bool IsAvailable(LuaContext context)
 {
     return((bool)context.DoString(string.Format("return {0}", m_condition))[0]);
 }