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This allows a script to create its own execution context so that it can control when a coroutine is valid to play based on custom data. Also adds a function which causes a coroutine to end in an error.
24 lines
513 B
C++
24 lines
513 B
C++
#pragma once
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#include "executor/IExecutionContext.h"
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#include "gamesequence/gamesequence.h"
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#include "scripting/lua/LuaFunction.h"
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#include "utils/event.h"
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namespace scripting {
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namespace api {
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class LuaExecutionContext : public executor::IExecutionContext {
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public:
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LuaExecutionContext(luacpp::LuaFunction contextFunction);
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~LuaExecutionContext() override;
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State determineContextState() const override;
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private:
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luacpp::LuaFunction m_contextFunction;
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};
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} // namespace api
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} // namespace scripting
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