//=========================================== // Setup pure lua functions //=========================================== public override void SetupLuaFunctions(LuaEngine state) { WaitStartEntityTask = state.RunString("return function(_, ent, fun) return coroutine.yield(TASK:_WaitStartEntityTask(ent, fun)) end").First() as LuaFunction; WaitEntityTask = state.RunString("return function(_, ent) return coroutine.yield(TASK:_WaitEntityTask(ent)) end").First() as LuaFunction; JoinCoroutines = state.RunString("return function(_, ent) return coroutine.yield(TASK:_JoinCoroutines(ent)) end").First() as LuaFunction; WaitTask = state.RunString("return function(_, ent) return coroutine.yield(TASK:_WaitTask(ent)) end").First() as LuaFunction; }
// // Function setup // public override void SetupLuaFunctions(LuaEngine state) { WaitDialog = state.RunString(@" return function(_) return coroutine.yield(UI:_WaitDialog()) end", "WaitDialog").First() as LuaFunction; WaitForChoice = state.RunString(@" return function(_) return coroutine.yield(UI:_WaitForChoice()) end", "WaitForChoice").First() as LuaFunction; WaitShowMonologue = state.RunString(@" return function(_, text) UI:TextMonologue(text) return coroutine.yield(UI:_WaitDialog()) end", "WaitShowMonologue").First() as LuaFunction; WaitShowDialogue = state.RunString(@" return function(_, text) UI:TextDialogue(text) return coroutine.yield(UI:_WaitDialog()) end", "WaitShowDialogue").First() as LuaFunction; WaitShowVoiceOver = state.RunString(@" return function(_, text, expiretime) UI:TextVoiceOver(text, expiretime) return coroutine.yield(UI:_WaitDialog()) end", "WaitShowVoiceOver").First() as LuaFunction; WaitInput = state.RunString(@" return function(_, any) UI:TextWaitMenu(any) return coroutine.yield(UI:_WaitDialog()) end", "WaitInput").First() as LuaFunction; WaitShowTitle = state.RunString(@" return function(_, text, time) UI:TextShowTitle(text, time) return coroutine.yield(UI:_WaitDialog()) end", "WaitShowTitle").First() as LuaFunction; WaitHideTitle = state.RunString(@" return function(_, time) UI:TextFadeTitle(time) return coroutine.yield(UI:_WaitDialog()) end", "WaitHideTitle").First() as LuaFunction; WaitShowBG = state.RunString(@" return function(_, text, frameTime, time) UI:ShowBG(text, frameTime, time) return coroutine.yield(UI:_WaitDialog()) end", "WaitShowBG").First() as LuaFunction; WaitHideBG = state.RunString(@" return function(_, time) UI:FadeBG(time) return coroutine.yield(UI:_WaitDialog()) end", "WaitHideBG").First() as LuaFunction; }
/// <summary> /// Setups any extra functionalities for this object written on the lua side. /// </summary> public override void SetupLuaFunctions(LuaEngine state) { CheckLevelSkills = state.RunString("return function(_,chara, oldLevel) return coroutine.yield(GAME:_CheckLevelSkills(chara, oldLevel)) end").First() as LuaFunction; EnterRescue = state.RunString("return function(_, sosPath) return coroutine.yield(GAME:_EnterRescue(sosPath)) end").First() as LuaFunction; EnterDungeon = state.RunString("return function(_, dungeonid, structureid, mapid, entryid, stakes, recorded, silentRestrict) return coroutine.yield(GAME:_EnterDungeon(dungeonid, structureid, mapid, entryid, stakes, recorded, silentRestrict)) end").First() as LuaFunction; ContinueDungeon = state.RunString("return function(_, dungeonid, structureid, mapid, entryid) return coroutine.yield(GAME:_ContinueDungeon(dungeonid, structureid, mapid, entryid)) end").First() as LuaFunction; EndDungeonRun = state.RunString("return function(_, result, destzoneid, structureid, mapid, entryid, display, fanfare) return coroutine.yield(GAME:_EndDungeonRun(result, destzoneid, structureid, mapid, entryid, display, fanfare)) end").First() as LuaFunction; FadeOut = state.RunString("return function(_, bwhite, duration) return coroutine.yield(GAME:_FadeOut(bwhite, duration)) end").First() as LuaFunction; FadeIn = state.RunString("return function(_, duration) return coroutine.yield(GAME:_FadeIn(duration)) end").First() as LuaFunction; MoveCamera = state.RunString("return function(_, x, y, duration, toPlayer) return coroutine.yield(GAME:_MoveCamera(x, y, duration, toPlayer)) end").First() as LuaFunction; WaitFrames = state.RunString("return function(_, frames) return coroutine.yield(GAME:_WaitFrames(frames)) end").First() as LuaFunction; }
// // Function setup // public override void SetupLuaFunctions(LuaEngine state) { ShowTeamStorageMenu = state.RunString("return function(_) return coroutine.yield(UI:_StorageFlow()) end").First() as LuaFunction; ShowTravelMenu = state.RunString("return function(_,dungeons,grounds) return coroutine.yield(UI:_TravelMenuFlow(dungeons,grounds)) end").First() as LuaFunction; WaitDialog = state.RunString(@" return function(_) return coroutine.yield(UI:_WaitDialog()) end", "WaitDialog").First() as LuaFunction; WaitForChoice = state.RunString(@" return function(_) return coroutine.yield(UI:_WaitForChoice()) end", "WaitForChoice").First() as LuaFunction; WaitShowMonologue = state.RunString(@" return function(_, text) UI:TextMonologue(text) return coroutine.yield(UI:_WaitDialog()) end", "WaitShowMonologue").First() as LuaFunction; WaitShowDialogue = state.RunString(@" return function(_, text) UI:TextDialogue(text) return coroutine.yield(UI:_WaitDialog()) end", "WaitShowDialogue").First() as LuaFunction; WaitShowVoiceOver = state.RunString(@" return function(_, text, expiretime) UI:TextVoiceOver(text, expiretime) return coroutine.yield(UI:_WaitDialog()) end", "WaitShowVoiceOver").First() as LuaFunction; WaitShowTitle = state.RunString(@" return function(_, text, time) UI:TextShowTitle(text, time) return coroutine.yield(UI:_WaitDialog()) end", "WaitShowTitle").First() as LuaFunction; WaitHideTitle = state.RunString(@" return function(_, time) UI:TextFadeTitle(time) return coroutine.yield(UI:_WaitDialog()) end", "WaitHideTitle").First() as LuaFunction; }
// // // public override void SetupLuaFunctions(LuaEngine state) { //Implement stuff that should be written in lua! MoveInDirection = state.RunString("return function(_,chara, direction, duration) return coroutine.yield(GROUND:_MoveInDirection(chara, direction, duration)) end", "MoveInDirection").First() as LuaFunction; CharAnimateTurn = state.RunString("return function(_,ch, direction, framedur, ccw) return coroutine.yield(GROUND:_CharAnimateTurn(ch, direction, framedur, ccw)) end", "CharAnimateTurn").First() as LuaFunction; CharAnimateTurnTo = state.RunString("return function(_,ch, direction, framedur) return coroutine.yield(GROUND:_CharAnimateTurnTo(ch, direction, framedur)) end", "CharAnimateTurn").First() as LuaFunction; CharTurnToCharAnimated = state.RunString("return function(_,curch, turnto, framedur) return coroutine.yield(GROUND:_CharTurnToCharAnimated(curch, turnto, framedur)) end", "CharTurnToCharAnimated").First() as LuaFunction; MoveToMarker = state.RunString("return function(_,ent, mark, shouldrun, speed) return coroutine.yield(GROUND:_MoveToMarker(ent, mark, shouldrun, speed)) end", "MoveToMarker").First() as LuaFunction; MoveToPosition = state.RunString("return function(_,ent, x, y, shouldrun, speed) return coroutine.yield(GROUND:_MoveToPosition(ent, x, y, shouldrun, speed)) end", "MoveToPosition").First() as LuaFunction; }
public override void SetupLuaFunctions(LuaEngine state) { //TODO WaitFanfare = state.RunString("return function(_) return coroutine.yield(_:_WaitFanfare()) end").First() as LuaFunction; WaitSE = state.RunString("return function(_) return coroutine.yield(_:_WaitSE()) end").First() as LuaFunction; }
//private LuaTable AddNode(XmlNode curnode) //{ // LuaTable curtbl = LuaEngine.Instance.RunString("return {}").First() as LuaTable; // if (curnode.HasChildNodes) // { // foreach (XmlNode xnode in curnode.ChildNodes) // curtbl[xnode.Name] = AddNode(xnode); // } // else if(!String.IsNullOrEmpty(curnode.Value)) // { // //curtbl = LuaEngine.Instance.RunString(@" // //local tbl = {} // //table.insert(tbl,'" + curnode.Value + @"') // //return tbl // //").First() as LuaTable; // //LuaEngine.Instance.CallLuaFunctions("table.insert", curtbl, curnode.Value); // InsertChildNodeType.Call(curtbl, curnode.Name, AddNode(curnode)); // } // return curtbl; //} public override void SetupLuaFunctions(LuaEngine state) { InsertChildNodeType = state.RunString("return function(tbl, nodename, value) table.insert( tbl[nodename], value); end").First() as LuaFunction; }