function Node_Lua_Global(_x, _y, _group = noone) : Node(_x, _y, _group) constructor { name = "Lua Global"; preview_channel = 1; inputs[| 0] = nodeValue("Lua code", self, JUNCTION_CONNECT.input, VALUE_TYPE.text, "", o_dialog_lua_reference) .setDisplay(VALUE_DISPLAY.codeLUA); inputs[| 1] = nodeValue("Run order", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "On start", "Every frame" ]); inputs[| 2] = nodeValue("Execution thread", self, JUNCTION_CONNECT.input, VALUE_TYPE.node, noone) .setVisible(false, true); outputs[| 0] = nodeValue("Execution thread", self, JUNCTION_CONNECT.output, VALUE_TYPE.node, noone ); input_display_list = [ ["Main", false], 2, 1, 0, ]; lua_state = lua_create(); is_beginning = false; static getState = function() { #region if(inputs[| 2].isLeaf()) return lua_state; return inputs[| 2].value_from.node.getState(); } #endregion static update = function(frame = CURRENT_FRAME) { #region var _code = getInputData(0); var _type = getInputData(1); update_on_frame = _type; lua_projectData(getState()); try { lua_add_code(getState(), _code); } catch(e) { noti_warning(exception_print(e),, self); } } #endregion static onDestroy = function() { #region lua_state_destroy(lua_state); } #endregion }