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76 lines
3.3 KiB
Lua
76 lines
3.3 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 that requires an address
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-- in order for a handler to be invoked
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luaScriptEventWithId = {
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-- This method will be broadcast, but only handlers connected to the matching address
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-- as the one specified in the event will invoke it
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MethodWithId0 = 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 == 1, "The first parameter must be 1")
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ScriptExpectTrue(param2 == EntityId(12345), "The received entity Id must match the one sent")
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ScriptTrace("MethodWithId0 handled")
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return true
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end,
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MethodWithId1 = function(self)
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ScriptTrace("MethodWithId1 handled")
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end
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}
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-- "Script_Event" will be the name of the callable Script Event, it will require the address type to be a string.
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local scriptEventDefinition = ScriptEvent("Script_Event", typeid("")) -- Event address is of string type
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-- Will define some methods that handlers may implement
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local method0 = scriptEventDefinition:AddMethod("MethodWithId0", typeid(false)) -- Return value is Boolean
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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("MethodWithId1") -- No return, no parameters
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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 luaScriptEventWithId as the Handler
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-- which will provide implementations to the methods we defined. Notice that we are connecting with the string "ScriptEventAddress"
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-- as the address for this event. Any methods sent to a different address would not be handled by this handler we are connecting.
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scriptEventHandler = Script_Event.Connect(luaScriptEventWithId, "ScriptEventAddress")
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-- Now we will invoke the event and we will specify "ScriptEventAddress" as the address, this means the handler we previously
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-- connected will be able to handle this event.
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local returnValue = Script_Event.Event.MethodWithId0("ScriptEventAddress", 1, EntityId(12345))
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-- We know that "Method0" should return true, we verify that it is.
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ScriptExpectTrue(returnValue, "Method0's return value must be true")
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-- Finally we send "MethodWithdId1" which does not require any parameters, but still needs the address to be provided.
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Script_Event.Event.MethodWithId1("ScriptEventAddress")
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