public LUAManager(Machine machine) { _machine = machine; UserData.RegisterType <LuaMemory>(); UserData.RegisterType <LuaGui>(); UserData.RegisterType <LuaColor>(); UserData.RegisterType <LuaEmu>(); UserData.RegisterType <LuaSaveSlot>(); UserData.RegisterType <LuaSaveState>(); UserData.RegisterType <LuaInput>(); UserData.RegisterType <LuaDebugger>(); Script.GlobalOptions.CustomConverters .SetScriptToClrCustomConversion(DataType.String, typeof(LuaColor), (DynValue arg) => LuaColor.Parse(arg.String)); Script.GlobalOptions.CustomConverters .SetScriptToClrCustomConversion(DataType.Table, typeof(LuaColor), (DynValue arg) => LuaColor.Parse(arg.Table)); Script.GlobalOptions.CustomConverters .SetScriptToClrCustomConversion(DataType.Number, typeof(LuaColor), (DynValue arg) => LuaColor.Parse((int)arg.Number)); _script = new Script(); _script.Globals["memory"] = new LuaMemory(machine); _script.Globals["gui"] = new LuaGui(machine.Screen); _script.Globals["emu"] = new LuaEmu(machine); _script.Globals["savestate"] = new LuaSaveState(machine); _script.Globals["input"] = new LuaInput(machine); _script.Globals["debugger"] = new LuaDebugger(machine); }
public ColorValueUpdater(GameObject r, GameObject m, GameObject l) { rightBrain = r.GetComponent <ColorSensorBrain>(); frontBrain = m.GetComponent <ColorSensorBrain>(); leftBrain = l.GetComponent <ColorSensorBrain>(); left = new LuaColor(leftBrain.DetectedColor); front = new LuaColor(frontBrain.DetectedColor); right = new LuaColor(rightBrain.DetectedColor); }
public LuaMapCircle AddCircle(LuaPoint geoLoc, double radius, LuaColor strokeColor, LuaColor fillColor) { Map map = ((Map)view); MapCircle mc = new MapCircle(); mc.setRadius(radius); mc.setStrokeColor(strokeColor.GetColorObject()); mc.setFillColor(fillColor.GetColorObject()); mc.setCenter(geoLoc.ToPoint()); LuaMapCircle lmc = new LuaMapCircle(mc); return(lmc); }
public static void RegisterWrapper(bool isUpdate) { //Debug.Log("RegisterWrapper begin"); LuaState lua_ = LuaInstance.instance.Get(); if (isUpdate) { LuaNTools.RegisterToLua(lua_, typeof(LuaNTools)); } else { LuaVector3.RegisterToLua(lua_, typeof(LuaVector3)); LuaQuaternion.RegisterToLua(lua_, typeof(LuaQuaternion)); LuaColor.RegisterToLua(lua_, typeof(LuaColor)); LuaNTools.RegisterToLua(lua_, typeof(LuaNTools)); LuaNetwork.RegisterToLua(lua_, typeof(LuaNetwork)); LuaLong.RegisterToLua(lua_, typeof(LuaLong)); LuaDateTime.RegisterToLua(lua_, typeof(LuaDateTime)); LuaUtil.RegisterToLua(lua_, typeof(LuaUtil)); LuaClassFactory.RegisterToLua(lua_, typeof(LuaClassFactory)); } //Debug.Log("RegisterWrapper end"); }
private void FixedUpdate() { scriptReturn = null; try { DynValue res = luaScript.DoString(scriptCode); scriptReturn = res; //Debug.Log(res); LuaReturnOutput.text = res.ToDebugPrintString(); var retobj = res.ToObject(); if (retobj is LuaColor) { LuaColor c = (LuaColor)retobj; LuaReturnOutput.color = c.myColor; LuaReturnOutput.text = "███ Color"; } else { LuaReturnOutput.color = Color.black; } codeError = false; codeEditor.color = Color.black; } catch (Exception ex) { //Debug.Log(ex.Message); codeError = true; if (ex is SyntaxErrorException || ex is ScriptRuntimeException) { codeEditor.color = Color.red; } else { throw; // yeet this back to unity. } } // So we can see it in the inspector RightWheelTorque = (float)motor.right; LeftWheelTorque = (float)motor.left; // Set RobotTorques //double scriptRightMotorTorque = luaScript.Globals.Get("right_motor_torque").Number; //double scriptLeftMotorTorque = luaScript.Globals.Get("left_motor_torque").Number; if (autoMode && codeError) { motor.right = 0; motor.left = 0; } else { if (!autoMode) { motor.right = teleopRightMotorTorque; } if (!autoMode) { motor.left = teleopLeftMotorTorque; } } motor.FixedUpdate(); range.FixedUpdate(); colorscanner.FixedUpdate(); }
public LuaSolidColorBrush GetSolidColorBrush(LuaColor color) { return(new LuaSolidColorBrush(color)); }