override public float Run() { var bridge = DialogueManager.Instance.GetComponent <AdventureCreatorBridge>(); if (syncData && (bridge != null)) { bridge.SyncAdventureCreatorToLua(); } Lua.Result luaResult = Lua.NoResult; if (!string.IsNullOrEmpty(luaCode)) { luaResult = Lua.Run(luaCode, DialogueDebug.LogInfo); } if (syncData && (bridge != null)) { bridge.SyncLuaToAdventureCreator(); } if (updateQuestTracker) { DialogueManager.SendUpdateTracker(); } DialogueManager.CheckAlerts(); if (storeResult) { AC.GlobalVariables.SetStringValue(variableID, luaResult.AsString); } return(0); }
override public float Run() { /* * This function is called when the action is performed. * * The float to return is the time that the game * should wait before moving on to the next action. * Return 0f to make the action instantenous. * * For actions that take longer than one frame, * you can return "defaultPauseTime" to make the game * re-run this function a short time later. You can * use the isRunning boolean to check if the action is * being run for the first time, eg: */ var bridge = DialogueManager.Instance.GetComponent <AdventureCreatorBridge>(); if (syncData && (bridge != null)) { bridge.SyncAdventureCreatorToLua(); } Lua.Result luaResult = Lua.NoResult; if (!string.IsNullOrEmpty(luaCode)) { luaResult = Lua.Run(luaCode, DialogueDebug.LogInfo); } if (syncData && (bridge != null)) { bridge.SyncLuaToAdventureCreator(); } if (updateQuestTracker) { DialogueManager.SendUpdateTracker(); } DialogueManager.CheckAlerts(); if (storeResult) { AC.GlobalVariables.SetStringValue(variableID, luaResult.AsString); } return(0); }