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Difference between revisions of "Scripting/SScene"

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(added practical example to SScene .OnPlayerJoin)
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{{ScriptFunction|bool|PlayerIsOwner|{ get; }|Returns whether the current player is the owner of the region|5=
 
{{ScriptFunction|bool|PlayerIsOwner|{ get; }|Returns whether the current player is the owner of the region|5=
 
<pre>isOwner = Space.Scene.PlayerIsOwner </pre>}}
 
<pre>isOwner = Space.Scene.PlayerIsOwner </pre>}}
{{ScriptFunction|void|OnPlayerJoin|(Action<[[Scripting/SAvatar|SAvatar]]> callback)|Event which fires whenever a player joins the region}}
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{{ScriptFunction|void|OnPlayerJoin|(Action<[[Scripting/SAvatar|SAvatar]]> callback)|Event which fires whenever a player joins the region|5=
 +
<pre>--Place this script in a UIText object and it will
 +
--update itself with the name of the last player joined
 +
 
 +
function updateText(Av) --we include "Av" here because the event gives us a reference to the Avatar that joined
 +
Space.Host.ExecutingObject.UIText.Text= "Last player joined: " .. Av.Username
 +
end
 +
 
 +
Space.Scene.OnPlayerJoin(updateText) -- updateText will now be called everytime a player joins
 +
 
 +
 
 +
--Note that this is client side, you will not trigger this event,
 +
--the player that joins next will trigger it.</pre>}}
 
{{ScriptFunction|void|OnPlayerLeave|(Action<long> callback)|Event which fires whenever a player leaves the region}}
 
{{ScriptFunction|void|OnPlayerLeave|(Action<long> callback)|Event which fires whenever a player leaves the region}}
  
 
{{Scripting Navbox}}
 
{{Scripting Navbox}}

Revision as of 11:06, 11 December 2020

The SScene class represents the region the user is currently in.

Members

Find

SGameObject Find (string name);

Finds a single Game Object matching 'Name' and returns it. Can use '/' characters to designate a path (e.g. 'Parent/Child' returns Child with 'Parent')

 hand = Space.Scene.Find("Hand");
--This returns the GameObject named Hand.

hand = Space.Scene.Find("/Hand");
--This returns the GameObject named Hand.
--Hand must not have a parent in the Hierarchy view.

hand = Space.Scene.Find("/Monster/Arm/Hand");
--This returns the GameObject named Hand,
--which is a child of Arm > Monster.
--Monster must not have a parent in the Hierarchy view.

hand = Space.Scene.Find("Monster/Arm/Hand");
--This returns the GameObject named Hand,
--which is a child of Arm > Monster. 


PlayerAvatar

SAvatar PlayerAvatar { get; }

Returns the current player avatar. If this script is calling this upon initialisation, the Player may not exist yet, and you will want to wait a few frames until the avatar is present before continuing.

 CurrentPlayer = Space.Scene.PlayerAvatar 


Avatars[]

SAvatar Avatars[] { get; }

Returns a list of Avatars in the scene

avatars = Space.Scene.Avatars  


Objects[]

SGameObject Objects[] { get; }

Returns a list of Objects in the scene. IMPORTANT: This function is slow, you should cache the result and avoid calling this every frame.

 objects = Space.Scene.Objects 


CreateGameObject

SGameObject CreateGameObject (string name);

Creates a new empty game object with the name 'Name' and returns a reference

newObject = Space.Scene.CreateGameObject("potato")


CreateGameObject

SGameObject CreateGameObject (SResource resource);

Creates a game object from the specified resource

No example provided yet


Name

string Name { get; }

Returns the name of the current region

RegionName = Space.Scene.Name 


Url

string Url { get; }

Returns the URL of the current region

RegionUrl = Space.Scene.Url 


Owner

long Owner { get; }

Returns the avatar ID of the regions owner

RegionOwner = Space.Scene.Owner


PlayerIsOwner

bool PlayerIsOwner { get; }

Returns whether the current player is the owner of the region

isOwner = Space.Scene.PlayerIsOwner 


OnPlayerJoin

void OnPlayerJoin (Action<SAvatar> callback)

Event which fires whenever a player joins the region

--Place this script in a UIText object and it will
--update itself with the name of the last player joined

function updateText(Av) --we include "Av" here because the event gives us a reference to the Avatar that joined
Space.Host.ExecutingObject.UIText.Text= "Last player joined: " .. Av.Username
end

Space.Scene.OnPlayerJoin(updateText) -- updateText will now be called everytime a player joins


--Note that this is client side, you will not trigger this event,
--the player that joins next will trigger it.


OnPlayerLeave

void OnPlayerLeave (Action<long> callback)

Event which fires whenever a player leaves the region

No example provided yet