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https://github.com/DarkflameUniverse/DarkflameServer.git
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Initial work on LUA scripting.
This LUA scripting implementation uses the sol header only C++ wrapper for the native LUA libraries. The API does not follow the original LU scripting. Each instance of a script is in its own LUA-State, and has 'self' as a global. There are hooks to all the implemented CppScript methods, as well as a subset of the entity functionallity. Has to be expanded upon. This is local work which has been sitting for awhile; thought someone might like to take a look at it.
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@@ -14,11 +14,22 @@ ScriptComponent::ScriptComponent(Entity* parent, std::string scriptName, bool se
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SetScript(scriptName);
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}
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ScriptComponent::ScriptComponent(Entity* parent, bool serialized, bool client) : Component(parent) {
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m_Serialized = serialized;
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m_Client = client;
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m_Script = nullptr;
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}
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ScriptComponent::~ScriptComponent() {
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}
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void ScriptComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
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if (!m_Serialized) {
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return;
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}
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if (bIsInitialUpdate) {
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const auto& networkSettings = m_Parent->GetNetworkSettings();
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auto hasNetworkSettings = !networkSettings.empty();
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@@ -55,3 +66,7 @@ void ScriptComponent::SetScript(const std::string& scriptName) {
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m_Script = CppScripts::GetScript(m_Parent, scriptName);
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}
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void ScriptComponent::SetScript(CppScripts::Script* script) {
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m_Script = script;
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}
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