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73 lines
2.9 KiB
Lua
73 lines
2.9 KiB
Lua
--
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--
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-- Copyright (c) Contributors to the Open 3D Engine Project.
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-- For complete copyright and license terms please see the LICENSE at the root of this distribution.
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--
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-- SPDX-License-Identifier: Apache-2.0 OR MIT
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--
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--
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function ScriptTrace(txt)
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Debug.Log(txt)
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end
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function ScriptExpectTrue(condition, msg)
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if (not condition) then
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ScriptTrace(msg)
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end
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end
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-- This example shows how to implement a handler for a Script Event Broadcast
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-- Broadcast Script Events do not specify an address type and so may be handled
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-- by connecting to the Script Event.
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luaScriptEventBroadcast = {
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-- This method will be called as a result of a Broadcast call on the Script Event.
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BroadcastMethod0 = function(self, param1, param2)
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ScriptTrace("Handler: " .. tostring(param1) .. " " .. tostring(param2))
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ScriptExpectTrue(typeid(param1) == typeid(0), "Type of param1 must be "..tostring(typeid(0)))
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ScriptExpectTrue(typeid(param2) == typeid(EntityId()), "Type of param2 must be "..tostring(typeid(EntityId())))
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ScriptExpectTrue(param1 == 2, "The first parameter must be 2")
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ScriptExpectTrue(param2 == EntityId(23456), "The received entity Id must match the one sent")
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ScriptTrace("BroadcastMethod0 Called")
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return true
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end,
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BroadcastMethod1 = function(self)
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ScriptTrace("BroadcastMethod1 Called")
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end
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}
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local scriptEventDefinition = ScriptEvent("Script_Broadcast") -- Script_Broadcast will be the name of the callable Script Event
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-- Define methods for Script_Broadcast
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local method0 = scriptEventDefinition:AddMethod("BroadcastMethod0", typeid(false)) -- Adding a method expects a method name and an optional return type.
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method0:AddParameter("Param0", typeid(0))
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method0:AddParameter("Param1", typeid(EntityId()))
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-- NOTE: Type's are specified using the typeid keyword with a VALUE of the type you wish (for example, typeid("EntityId")
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-- will produce the type id for a string, and not the type of EntityId)
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scriptEventDefinition:AddMethod("BroadcastMethod1")
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-- Once the Script Event is defined, call Register to enable it, typically this should be done within OnActivate
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scriptEventDefinition:Register()
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-- At this point, the Script Event is usable, so we will connect a handler to it, this will install luaScriptEventBroadcast as the Handler
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-- which will provide implementations to the methods we defined.
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scriptEventHandler = Script_Broadcast.Connect(luaScriptEventBroadcast)
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-- In order to test the event, we will Broadcast "BroadcastMethod0" which as defined will return a Boolean value and expects two parameters
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local returnValue = Script_Broadcast.Broadcast.BroadcastMethod0(2, EntityId(23456))
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-- We know that BroadcastMethod0 should return true, so we will verify the result.
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ScriptExpectTrue(returnValue, "BroadcastMethod0's return value must be true")
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-- Broadcast an event without a return or parameters, the BroadcastMethod1 will be invoked
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Script_Broadcast.Broadcast.BroadcastMethod1()
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