Just spend some time looking at ways to run .NET assemblies from Lua or Lua from inside .NET.
There's a promising looking doodad called LuaInterface, which was goign great until I tried to run it under mono. Uses mixed mode assemblies, so no use to me, thank you kindly.
LuaSharp looks to be more promising, in that it promises to be a pure .NET version, and so should work.
The benefits here are that I'd be able to run the lua classes from inside .NET and thus lose one potential source of errors. On the other hand, I'd probably lose all that in the time taken to get it all working, so it's not a high priority.
Still useful to know the tech is out there.
[edit]
Forgot the initial point of this diversion: can I validate lua code in the Scene Editor? Should I? It's going to be a real pain to edit the scene and then have the lua fail with a simple syntax error when it runs. On the other hand, that's what a player screen is for.
I guess the gripping hand is that the player screen isn't going to play properly without lua interpretation. And even then, not if the lua depends on Clonemaster globals that won't be set in the editor. I suppose I could have a userdata variable "editor_mode" which would allow an opening func to spoof those values...
Hmmm...
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