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− | + | SShared is for communication between scripts and objects within a client. For communication needed between different clients/players please use [[Scripting/SNetwork]]. | |
=Members= | =Members= |
SShared is for communication between scripts and objects within a client. For communication needed between different clients/players please use Scripting/SNetwork.
Sets a global key to a value. The value can be any object type.
Retrieves a previously set global variable, or returns nil.
Makes func into a global function that can be accessed anywhere.
Space.Log("Hello " .. name);
end
Calls the registered function with the specified arguments.
Makes func into a global function that can be accessed anywhere.
Space.Log("Hello " .. name);
end
Calls every registered broadcast function with the specified arguments, and returns the number of calls queued.
function someFunction(status)
if status == "start"
then Space.Log("Do receiver 1 procedures.")
end
end
Space.Shared.RegisterBroadcastFunction("com.someNameHere.world", "func", someFunction);
-- Script B: Another Receiver
function someFunction(status)
if status == "start"
then Space.Log("Do receiver 2 procedures.")
end
end
Space.Shared.RegisterBroadcastFunction("com.someNameHere.world", "func", someFunction);
--Script C: Sender
local ball = Space.Host.ExecutingObject;
ball.SubscribeToEvents();
function onDown()
local queue = Space.Shared.CallBroadcastFunction("com.someNameHere.world", "func", {"start"});
Space.Log("number in queue: " .. queue);
end
Unregister Broadcast Function.
function someFunction(status)
if status == "start"
then Space.Log("Do receiver 1 procedures.")
end
end
Space.Shared.RegisterBroadcastFunction("com.someNameHere.world", "func", someFunction);
-- Script B: Another Receiver
function someFunction(status)
if status == "start"
then Space.Log("Do receiver 2 procedures.")
end
end
Space.Shared.RegisterBroadcastFunction("com.someNameHere.world", "func", someFunction);
--Script C: Sender
local ball = Space.Host.ExecutingObject;
ball.SubscribeToEvents();
function onDown()
local queue = Space.Shared.CallBroadcastFunction("com.someNameHere.world", "func", {"start"});
Space.Log("number in queue: " .. queue);
Space.Shared.UnregisterBroadcastFunction("com.someNameHere.world", "func", someFunction);
Space.Log("UnregisterBroadcastFunction");
end
Unregister Broadcast Function.
function someFunction(status)
if status == "start"
then Space.Log("Do receiver 1 procedures.")
end
end
Space.Shared.RegisterBroadcastFunction("com.someNameHere.world", "func", someFunction);
-- Script B: Another Receiver
function someFunction(status)
if status == "start"
then Space.Log("Do receiver 2 procedures.")
end
end
Space.Shared.RegisterBroadcastFunction("com.someNameHere.world", "func", someFunction);
--Script C: Sender
local ball = Space.Host.ExecutingObject;
ball.SubscribeToEvents();
function onDown()
local queue = Space.Shared.CallBroadcastFunction("com.someNameHere.world", "func", {"start"});
Space.Log("number in queue: " .. queue);
Space.Shared.UnregisterBroadcastFunction("com.someNameHere.world", "func");
Space.Log("UnregisterBroadcastFunction");
end
Sets a Super global key to a value. The value can be any object type.
Retrieves a previously set super global variable, or returns nil.
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