Dialog system : pausing script and resume on player's answer
Teto <[email protected]>
| Newsgroups | gmane.comp.lang.lua.bind.user |
|---|---|
| Message-ID | <[email protected]> |
Hi,
I'm trying to create a dialog system for a game with the possibility
of choosing between different answers (there might be more than 2
answers)
=========================
local speech = createSpeech("Welcome to the tutorial ! Do you want to
skip it ?");
speech:addAnswer('Yes',1);
speech:addAnswer('No',0);
-- answerValue could be either 1 or 0
local answerValue = MainState:showMessage(speech);
if(answerValue == 1) then
-- Player wants to skip tutorial
else
-- we create new dialogs ....
end
=========================
showMessage() is a C++ function that changes my C++ state machine to
the dialog system. I would like showMessage() to pause the script when
called. I would like the script to resume when the player answers the
question and return his answer (an integer, retrieved in the example
in "answerValue") possibly from a different function than
showMessage() (C++ function onAnswer() for example).
Then on the lua side, I will create matching dialogs.
What is the best way to achieve this (if possible with luabind) ? I've
tried using the yield policy:
luabind::class_<CSinglePlayerState>("CSinglePlayerState")
.def("showMessage",&CSinglePlayerState::showMessage, yield)
,
but I get the error "Attempt to yield across metamethod". Do I
absolutely need to create a thread ? (I would like to keep things
simple).
Let me know if things are unclear or if this would be best asked on a lua forum.
Matt
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