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enum | Event |
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enum | ScriptType |
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static string | log |
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static string | ImageJPath = Properties.Settings.Default.ImageJPath |
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static Dictionary< string, Script > | Scripts = new Dictionary<string, Script>() |
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override void | Dispose (bool disposing) |
| Clean up any resources being used. More...
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Definition at line 6 of file Scripting.cs.
◆ Event
enum BioCore.Scripting.Event |
◆ ScriptType
enum BioCore.Scripting.ScriptType |
◆ Scripting()
BioCore.Scripting.Scripting |
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| ) |
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◆ Dispose()
override void BioCore.Scripting.Dispose |
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bool |
disposing | ) |
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protected |
Clean up any resources being used.
- Parameters
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disposing | true if managed resources should be disposed; otherwise, false. |
Definition at line 14 of file Scripting.Designer.cs.
◆ GetState()
static State BioCore.Scripting.GetState |
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static |
It returns the state of the game.
- Returns
- The state of the game.
Definition at line 273 of file Scripting.cs.
◆ LogLine()
static void BioCore.Scripting.LogLine |
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string |
s | ) |
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static |
◆ RefreshItems()
void BioCore.Scripting.RefreshItems |
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It reads all the files in the Scripts and Tools folders and adds them to a listview.
Definition at line 299 of file Scripting.cs.
◆ RefreshStatus()
void BioCore.Scripting.RefreshStatus |
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It updates the status of the script and the log.
Definition at line 335 of file Scripting.cs.
◆ Run()
void BioCore.Scripting.Run |
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It runs the script that is selected in the listview
- Returns
- The output of the script.
Definition at line 421 of file Scripting.cs.
◆ RunByName()
static void BioCore.Scripting.RunByName |
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string |
name | ) |
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static |
◆ RunScript()
static void BioCore.Scripting.RunScript |
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string |
file | ) |
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static |
It creates a new script object, adds it to the dictionary, and then runs it
- Parameters
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file | The file path to the script. |
Definition at line 405 of file Scripting.cs.
◆ RunScriptFile()
void BioCore.Scripting.RunScriptFile |
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string |
file | ) |
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It runs a script file
- Parameters
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file | The file path of the script to run. |
Definition at line 395 of file Scripting.cs.
◆ RunString()
static void BioCore.Scripting.RunString |
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string |
st | ) |
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static |
It runs a string as a Lua script
- Parameters
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Definition at line 414 of file Scripting.cs.
◆ Stop()
void BioCore.Scripting.Stop |
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We stop the script
- Returns
- The script is being returned.
Definition at line 442 of file Scripting.cs.
◆ UpdateState()
static void BioCore.Scripting.UpdateState |
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State |
s | ) |
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static |
If the state is null, return. If the state is not null, set the state to the new state. If the state is not null and the new state is the same as the old state, set the processed flag to true
- Parameters
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State | This is the state of the game. It contains the position of the player, the type of the player, and whether the state has been processed or not. |
- Returns
- The state of the current object.
Definition at line 285 of file Scripting.cs.
◆ ImageJPath
string BioCore.Scripting.ImageJPath = Properties.Settings.Default.ImageJPath |
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static |
◆ log
string BioCore.Scripting.log |
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static |
◆ Scripts
Dictionary<string, Script> BioCore.Scripting.Scripts = new Dictionary<string, Script>() |
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static |
◆ view
The documentation for this class was generated from the following files: