/// <summary> /// Compile the specified filename. /// </summary> /// <param name='filename'> /// Filename. /// </param> public void CompileInternalCode(string filename) { ByteCodes btcodes = CompileInternalCode(); // Save as ByteCode File Resources. SaveByteCodesToFile(filename, btcodes.GetCode()); }
public void InterpretAndPlay(string scenario) { CheckInstance(); SystemUtility.ClearAllTextBoxMessage(); VM vm = VM.Instance; vm.currentScenarioName = gameObject.name; ViNoToolkit.KAGInterpreter kag = new ViNoToolkit.KAGInterpreter(); List <byte> byteList = kag.Interpret(scenario); ByteCodes btcodes = new ByteCodes(byteList.ToArray()); btcodes.Add(Opcode.END); vm.SetCode(btcodes.GetCode()); vm.Run(); }
public void InterpretAndPlay( string scenario ) { CheckInstance(); SystemUtility.ClearAllTextBoxMessage(); VM vm = VM.Instance; vm.currentScenarioName = gameObject.name; ViNoToolkit.KAGInterpreter kag = new ViNoToolkit.KAGInterpreter(); List<byte> byteList = kag.Interpret( scenario); ByteCodes btcodes = new ByteCodes( byteList.ToArray() ); btcodes.Add( Opcode.END ); vm.SetCode( btcodes.GetCode() ); vm.Run(); }
// private SerializedProperty soundDataProp = null; static private void CompileAndSaveAsBinaryFile(string fileName, ScenarioNode scenario) { ByteCodes btcodes = scenario.Compile(); ViNode.SaveByteCodesToFile(fileName, btcodes.GetCode()); }