The SDialogue class allows you to issue dialogue messages to the player to confirm various actions.
Members
YesNoInput
void YesNoInput
(string title, string okbutton, string cancelButton, Action<bool> result);
Shows a yes/no dialogue box to the user, and returns the result via the result callback
-- There is a known bug that has been fixed in the live viewer, but not in the Editor Pack (v. 10.5)
hostObject = Space.Host.ExecutingObject;
local deltaPos = Vector.New(0,100,0);
local teleportTo = hostObject.WorldPosition + deltaPos;
function teleportMeUp (b)
- if b then
- Space.Scene.PlayerAvatar.Teleport(teleportTo);
- end
end
function openDialogue ()
- Space.Dialogues.YesNoInput ("Ready for a teleport?", "Yes", "No", teleportMeUp);
end
hostObject.SubscribeToEvents();
hostObject.OnMouseDown(openDialogue);
TextInput
void TextInput
(string title, string okbutton, Action<string> result);
Shows a text input dialogue box to the user, and returns the result via the result callback
-- There is a known bug that has been fixed in the live viewer, but not in the Editor Pack (v. 10.5)
hostObject = Space.Host.ExecutingObject;
printToLog = function (s)
- Space.Log(s);
end
function openDialogue ()
- Space.Dialogues.TextInput ("Write anything.", "Done", printToLog);
end
hostObject.SubscribeToEvents();
hostObject.OnMouseDown(openDialogue);
OpenURL
void OpenURL
(string url);
Opens a URL in a web browser
hostObject = Space.Host.ExecutingObject;
function openTheWebsite ()
- Space.Dialogues.OpenURL ("http://sine.space/");
end
hostObject.SubscribeToEvents();
hostObject.OnMouseDown(openTheWebsite);
-- when the object is clicked, the "sine.space" website is opened
SendLocalChat
void SendLocalChat
(string text, string from);
Sends local chat to the client window
hostObject = Space.Host.ExecutingObject;
function chatMessage ()
- Space.Dialogues.SendLocalChat ("I've been clicked", "Clickable Object");
end
hostObject.SubscribeToEvents();
hostObject.OnMouseDown(chatMessage);
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