| 1.46 Object . |
| 1.46.1 Object.DebugCreate . |
| 1.46.2 Object.DebugDestroy . |
| 1.46.3 Object.DebugEnableDebugRendering . |
| 1.46.4 Object.DebugFind . |
| 1.46.5 Object.DebugGetAlllnstancelds . |
| 1.46.6 Object.DebugReport . |
| 1.46.7 Object.DebugRun . |
| 1.46.8 Object.EnableTargeting . |
| 1.46.9 Object.GetCurrentListenerData . |
| 1.46.10 Object.GetlnitialPosition . |
| 1.46.11 Object.GetlnitialRotation . |
| 1.46.12 Object.GetlnitialScale . |
| 1.46.13 Object.Getlnstanceld . |
| 1.46.14 Object.GetlnstanceName . |
| 1.46.15 Object.GetlnstanceParameter . |
| 1.46.16 Object.GetListenerObjects . |
| 1.46.17 Object.GetLocalizedText . |
| 1.46.18 Object.GetMe . |
| 1.46.19 Object.GetNameRef . |
| 1.46.20 Object.GetObjectld . |
| 1.46.21 Object.GetPersonld . |
| 1.46.22 Object.FlasFocus . |
| 1.46.23 Object.FlasLocalizedText. |
| 1.46.24 Object.IsOwnedLocally . |
| 1.46.25 Object.IsPaused . |
| 1.46.26 Object.Pause . |
| 1.46.27 Object.Resume . |
| 1.46.28 Object.SendListenerData . |
| 1.46.29 Object.SetFaceActiveTarget . |
| 1.46.30 Object.SetTargetableLegend . |
| 1.46.31 Object.SetTargetablePosition . |
| 1.46.32 Object.SetTargetableText . |
|
|
| Object |
| Object.DebugCreate |
| Brief |
| Instantiates an object. |
| Definition |
| string Object.DebugCreate( string objectld, string type, Vector4 position=[0,0,0,1], Vector4 |
| rotation=[0,0,0,0], Vector4 scale=[1,1,1,1] ) |
| Arguments |
| objectld - The object ID of the object to be created.position - The initial position of the object in world space.rotation - The initial rotation of the |
| object specified as XYZ-ordered local space axis rotations in degrees.scale - The initial scale of the object.type - Type of the object. Supported |
| types are 'portable'. |
| Return Values |
| The instance ID of the newly created object. |
| Description |
| Instantiates an object. For debug purposes only. |
| Examples |
| � Create a new object |
| objectld = "12345678-12345678-12345678-12345678 |
| instanceld = Object.DebugCreate( objectld ) |
| � Destroy the object |
| Object.DebugDestroy( instanceld ) |
| See Also |
| � Object. Debug Destroy |
| Object.DebugDestroy |
| Brief |
| Destroys an object. |
| Definition |
| Object.DebugDestroy( string instanceld ) |
| Arguments |
| instanceld - The instance ID of the object to destroy. |
| Return Values |
| None. |
| Description |
| Destroys an object. For debug purposes only. |
| Examples |
| � Create a new object |
| objectld = "12345678-12345678-12345678-12345678 |
| instanceld = Object.DebugCreate( objectld ) |
| � Destroy the object |
| Object.DebugDestroy( instanceld ) |
| See Also |
| � Object. DebugCreate |
| Object.DebugEnableDebugRendering |
| Brief |
| Enable/disable debug rendering for an object. |
| Definition |
| Object.DebugEnableDebugRendering( Object object, boolean setEnabled ) |
| Arguments |
| object - The object for which to enable/disable debug rendering. |
| Return Values |
| None. |
| Description |
| Sets/unsets a flag in the object to indicate that debug rendering is/is not desired. The flag is interpretted by other systems, eg the collision system. |
| Examples |
| j me = Object.GetMe() |
| i Object.DebugEnableDebugRendering( me, true ) |
| See Also |
| None |
| Object.DebugFind |
| Brief |
| Finds the object by the specified instance ID. |
| Definition |
| Object Object.DebugFind( string instanceld ) |
| Arguments |
| instanceld - The instance ID of the object to find. |
| Return Values |
| Returns the object if it is found and nil otherwise. |
| Description |
| Finds the object by the specified instance ID. |
| Examples |
| ! obj = Object.DebugFind( "0000000000000123" ) |
| See Also |
| None |
| Object.DebugGetAlllnstancelds |
| Brief |
| Returns a table of all the instance IDs in the scene. |
| Definition |
| string[] Object.DebugGetAllInstancelds() |
| Arguments |
| None |
| Return Values |
| A table of all the instance IDs in the scene |
| Description |
| Returns a table of all the instance IDs in the scene. For debug purposes only. |
| Examples |
| ids = Object.DebugGetAllInstancelds() |
| for i=l,#ids do |
| print( ids[ i ] ) |
| end |
| See Also |
| None |
| Object.DebugReport |
| Brief |
| Reports to the tty the current state of all the objects in the instance. |
| Definition |
| ! Object.DebugReport() |
| Arguments |
| None |
| Return Values |
| None. |
| Description |
| Reports to the tty the current state of all the objects in the instance. For debug purposes only. |
| Examples |
| : Object.DebugReport() |
| See Also |
| None |
| Object.DebugRun |
| Brief |
| Runs the specified Lua string in the object's Lua environment. |
| Definition |
| : Object.DebugRun( Object object, string luaString ) |
| Arguments |
| object - The object whose Lua environment will execute the specified command.luaString - The Lua string to run in the object's Lua environment. |
| Return Values |
| None. |
| Description |
| Runs the specified Lua string in the object's Lua environment if it exists. For debug purposes only. |
| Examples |
| me = Object.GetMe() |
| Object.DebugRun( me, "print('hi')" ) |
| See Also |
| None |
| Object.EnableTargeting |
| Brief |
| Enables the targeting system for this object if it has one. Defaults to enabled. |
| Definition |
| Object.EnableTargeting( Object object, boolean enable ) |
| Arguments |
| object - The object to update.enable - The state to put the targeting in for this object. |
| Return Values |
| None. |
| Description |
| Enables the targeting system for this object if it has one. Defaults to enabled. This can only be used by the lua environment in the object. The |
| object requires a targetable component. |
| Examples |
| me = Object.GetMe() |
| if g_isLocked == true then |
| Object.EnableTargeting( me, false ) |
| end |
| See Also |
| None |
| Object.GetCurrentListenerData |
| Brief |
| Gets the listener data sent to it. |
| Definition |
| string|table|boolean|number Object.GetCurrentListenerData() |
| Arguments |
| None |
| Return Values |
| The custom result(s) from the listener callback function. |
| Description |
| Listener data is only present whilst in the 'on_listener_received_data' callback. |
| Examples |
| function OnListenerReceivedData() |
| data = Object.GetCurrentListenerData() |
| if data.type == "letter_message" then |
| for i,1 in ipairs( data.letters ) do |
| print( 'letter ' ..i.. '=' ..1) |
| end |
| end |
| end |
| See Also |
| � Object.SendListenerData |
| Object.GetlnitialPosition |
| Brief |
| Returns the initial position of the object. |
| Definition |
| Vector4 Object.GetlnitialPosition ( Object object ) |
| Object.GetlnitialPosition( Object object, Vector4 outPos ) |
| Arguments |
| object - The object to query.outPos - (out) The vector to receive the position. |
| Return Values |
| The initial position of the object. |
| Description |
| Returns the initial position of the object. |
| Examples |
| j me = Object.GetMe() |
| i print( "My initial position is ", Object.GetInitialPosition( me ) ) |
| See Also |
| None |
| Object.GetlnitialRotation |
| Brief |
| Returns the initial rotation of the object. |
| Definition |
| Vector4 Object.GetlnitialRotation( Object object ) |
| Object.GetlnitialRotation( Object object, Vector4 outRotation ) |
| Arguments |
| object - The object to query.outRotation - (out) The vector to receive the rotation. |
| Return Values |
| Returns the initial rotation of the object. |
| Description |
| Returns the initial rotation of the object. The vector returned is the x, y, and z angles in degrees. |
| Examples |
| j me = Object.GetMe() |
| print( "My initial rotation is ", Object.GetlnitialRotation( me ) ) |
| See Also |
| None |
| Object.GetlnitialScale |
| Brief |
| Returns the initial scale of the object. |
| Definition |
| Vector4 Object.GetlnitialScale( Object object ) |
| Object.GetlnitialScale( Object object, Vector4 outScale ) |
| Arguments |
| object - The object to query.outScale - (out) The vector to receive the scale. |
| Return Values |
| The initial scale of the object. |
| Description |
| Returns the initial scale of the object. |
| Examples |
| j me = Object.GetMe() |
| ! print( "My initial scale is ", Object.GetlnitialScale( me ) ) |
| See Also |
| None |
| Object. Getlnstanceld |
| Brief |
| Returns the object's instance ID. |
| Definition |
| ! string Object.GetInstanceld( Object object ) |
| Arguments |
| object - The object to query. |
| Return Values |
| The object's instance ID. |
| Description |
| Returns the object's instance ID. |
| Examples |
| : obj = Object.GetMe() |
| ! print( "My instance id is " .. Object.Getlnstanceld( obj ) ) |
| See Also |
| � Object.GetMe |
| Object.GetlnstanceName |
| Brief |
| Returns the instance name that is set in the scene editor. |
| Definition |
| ! string Object.GetInstanceName( Object object ) |
| Arguments |
| object - The object to query. |
| Return Values |
| Returns the instance name that is set in the scene editor. |
| Description |
| Returns the instance name that is set in the scene editor. Currently supported with embedded objects and scene minigames. |
| Examples |
| j print( 'my instance name is Object.GetInstanceName( Object.GetMe() ) ) |
| See Also |
| � Object. GetNameRef |
| � Object.GetObjectld |
| � Object.Getlnstanceld |
| Object.GetlnstanceParameter |
| Brief |
| Retrieve the value of a specified instance parameter for an embedded scene object. |
| Definition |
| 1 string|number|boolean|nil Object.GetInstanceParameter(Object obj, string name) |
| Arguments |
| obj - the object to queryname - the name of the instance parameter (not case-sensitive) |
| Return Values |
| The value of the instance parameter if it exists, or nil if it cannot be found. |
| Description |
| Gets the value of a specified instance parameter assigned to an embedded scene object. Only objects with an Embedded component will have |
| access to the instance parameters. The names of the instance parameters are not case sensitive, and the type of the value can be string, boolean |
| or numeric, or nil if not found. �Enum�-typed instance parameters will be returned as strings. |
| Examples |
| local me = Object.GetMe() |
| local myGameld = me:GetlnstanceParameter("GamelD") |
| if (myGameld == nil or type(myGameld) ~= "number") then |
| print("Invalid game ID parameter") |
| end |
| See Also |
| Object.GetListenerObjects |
| Brief |
| Get the list of objects registered to receive messages from this object. |
| Definition |
| table Object.GetListenerObjects(number startlndex = 1, number maxCount = -1) |
| Arguments |
| startlndex - The position to start from. Previous indices are not added to the results.maxCount - The maximum size the results array can be. |
| Return Values |
| An array of Objects. The array will be empty if no listening objects are registered. |
| Description |
| Objects can register to listen for messages from other objects. This function will retrieve a list of all currently loaded objects that have registered to |
| receive messages from the current object. If no such objects exist an empty table will be returned. |
| Examples |
| local listeners = Object.GetListenerObjects() |
| for i, obj in ipairs(listeners) do |
| obj:SendListenerData("Hello!") |
| end |
| See Also |
| � Object.SendListenerData |
| � Scene.GetListenerObjects |
| Object.GetLocalizedText |
| Brief |
| Returns the localized string for the specified reference. |
| Definition |
| ! string Object.GetLocalizedText( Object object, string reference ) |
| Arguments |
| object - The object to query.reference - The reference text to find the localization for. |
| Return Values |
| The localized string. |
| Description |
| Returns the localized string for the specified reference from the object's localization file. |
| Examples |
| | me = Object.GetMe() |
| 1 localizedGameOver = Object.GetLocalizedText( me, "GAME_OVER_MESSAGE" ) |
| See Also |
| � Object.GetMe |
| � Object.GetNameRef |
| Object.GetMe |
| Brief |
| Returns the object that owns the script. |
| Definition |
| j Object Object.GetMe () |
| Arguments |
| None |
| Return Values |
| The object that owns the script. |
| Description |
| Returns the object that owns the script. |
| Examples |
| me = Object.GetMe() |
| See Also |
| None |
| Object.GetNameRef |
| Brief |
| Returns the localization reference of the object's name. |
| Definition |
| ! string Object.GetNameRef( Object object ) |
| Arguments |
| object - The object to query. |
| Return Values |
| The localization reference of the object's name. |
| Description |
| Returns the localization reference of the object's name. |
| Examples |
| | me = Object.GetMe() |
| i print ( "My name ref is " .. Object.GetNameRef ( me ) ) |
| See Also |
| � Object. GetLocalizedText |
| Object.GetObjectld |
| Brief |
| Returns the object's object ID. |
| Definition |
| string Object.GetObjectld( Object object ) |
| Arguments |
| object - The object to query. |
| Return Values |
| The object ID. |
| Description |
| The object's object ID. |
| Examples |
| j me = Object.GetMe() |
| i print( "My object id is " .. Object.GetObjectId( me ) ) |
| See Also |
| � Object.GetMe |
| Object.GetPersonld |
| Brief |
| Returns the person ID that owns this object. |
| Definition |
| ! string Object.GetPersonld( Object object ) |
| Arguments |
| object - The object to query. |
| Return Values |
| The person ID of the avatar that owns this object, or nil if the object is not owned by a person. |
| Description |
| Returns the person ID of the avatar that owns this object. Some objects, such as those placed in a clubhouse, are not considered as owned by a |
| person, and but rather by the scene. Such objects will return nil using this function, scripts should take care to check for this case. |
| Examples |
| me = Object.GetMe() |
| ownerld = Object.GetPersonld( me ) |
| if ( ownerld ~= nil ) then |
| name = Person.GetName( ownerld ) |
| print( "My owner is " .. name ) |
| end |
| See Also |
| � Object.GetMe |
| Object.HasFocus |
| Brief |
| Indicates if the object has the user's focus. |
| Definition |
| boolean Object.HasFocus ( Object object ) |
| Arguments |
| object - The object. |
| Return Values |
| True if the game is currently active, or false if it has lost the user input focus for any reason. |
| Description |
| Various events may take the user focus away from the currently active object, such as menus and notifications. A script may wish to use this |
| function to poll for this case and pause the update or perform other actions while the user's focus is elsewhere. Note that due to the nature of the |
| various actions that may take away the user focus, it is possible for this state to alternate briefly as certain systems become active or inactive. A |
| script may wish to wait for several frames of the same focus state before reacting to a new state. The list of events that is considered to take focus |
| away from the object is subject to change, but is currently: |
| � Minigame exit menu |
| � Menu Screen |
| � OSK |
| � Game launching OSD |
| � Chat log in maximized mode |
| � Console open (in developer builds) |
| � Screen adjustment |
| � Controller disconnection |
| Examples |
| paused = false |
| function OnUpdateO |
| paused = not Object.GetMe():HasFocus() |
| if (paused) then |
| DoPausedLogic() |
| else |
| DoNormalGameLogic() |
| end |
| end |
| See Also |
| None |
| Object.HasLocalizedText |
| Brief |
| Returns true if a localized string exists for the specified reference. |
| Definition |
| bool Object.HasLocalizedText( Object object, string reference ) |
| Arguments |
| object - The object to query.reference - The reference text to find the localization for. |
| Return Values |
| True if a localized string exists for the specified reference or false otherwise. |
| Description |
| Returns true if there exists a localized string for the specified reference in the object's localization file. |
| Examples |
| i if ( Object.HasLocalizedText( Object.GetMe(), "TEST_MESSAGE" ) ) then |
| print( Object.GetLocalizedText( Object.GetMe(), "TEST_MESSAGE" ) ) |
| | end |
| See Also |
| � Object.GetMe |
| � Object.GetLocalizedText |
| Object.lsOwnedLocally |
| Brief |
| Returns true if the user owns this object and false otherwise. |
| Definition |
| I boolean Object.IsOwnedLocally( Object object ) |
| Arguments |
| object - The object to query. |
| Return Values |
| true if the user owns this object and false otherwise. |
| Description |
| Returns true if the user owns this object and false otherwise. |
| Examples |
| obj = Object.GetMe() |
| if Object.IsOwnedLocally( obj ) then |
| print( "I am owned by this user" ) |
| else |
| print( "I belong to someone else" ) |
| end |
| See Also |
| � Object.GetMe |
| Object.lsPaused |
| Brief |
| Reports if the object's Lua environment is paused. |
| Definition |
| ! boolean Object.IsPaused( Object object ) |
| Arguments |
| object - The object to query. |
| Return Values |
| true if the specified object's Lua environment is paused and false otherwise. |
| Description |
| Reports if the Lua environment of the specified object is paused. |
| Examples |
| : me = Object.GetMe() |
| 1 print( 'pause state = ' .. Object.IsPaused( me ) ) |
| See Also |
| � Object. Pause |
| � Object. Resume |
| Object.Pause |
| Brief |
| Pauses the lua environment. |
| Definition |
| j Object.Pause ( Object object ) |
| Arguments |
| object - The object to be paused. |
| Return Values |
| None. |
| Description |
| Pauses the lua environment. |
| Examples |
| j me = Object.GetMe() |
| ; Object.Pause( me ) |
| See Also |
| � Object. Resume |
| � Object. IsPaused |
| Object.Resume |
| Brief |
| Resumes the lua environment. |
| Definition |
| : Object.Resume( Object object ) |
| Arguments |
| object - The object to be resumed. |
| Return Values |
| None. |
| Description |
| Resumes the lua environment it it is paused. |
| Examples |
| ! me = Object.GetMe() |
| ! Object.Resume( me ) |
| See Also |
| � Object. Pause |
| � Object. IsPaused |
| Object.SendListenerData |
| Brief |
| Sends data from one object to another object. |
| Definition |
| string|table|boolean|number Object.SendListenerData( Object object, string|table|boolean|number data ) |
| Arguments |
| object - The object to send the data to.data - The lua string to run in the object's lua environment. |
| Return Values |
| Custom return value depending on what the listener callback returns. |
| Description |
| Sends data from one object to another object. |
| Examples |
| sceneObject = Scene.GetVirtualObject () |
| t = { letters={ "a", "b", "c" }, type="letter_message" } |
| results = Object.SendListenerData( sceneObject, t ) |
| print( results ) |
| See Also |
| Object.SetFaceActiveTarget |
| Brief |
| Set whether the avatar will face the target upon activation. |
| Definition |
| 1 Object.SetFaceActiveTarget(Object object, boolean value = true) |
| Arguments |
| object - The object to update.val - Whether the avatar will face the target upon activation. |
| Return Values |
| None. |
| Description |
| Sets whether the avatar will face the target upon activation. By default, it will face the target. The object requires a targetable component. |
| Examples |
| : me = Object.GetMe() |
| ! Object.SetFaceActiveTarget(me, false) |
| See Also |
| Object.GetMe |
| Object.SetTargetableLegend |
| Brief |
| Set the text of the targeting trigger (legend) for the object. |
| Definition |
| ! Object.SetTargetableLegend( Object object, string text ) |
| Arguments |
| object - the object to update.text - the localized text to use, or nil/empty string to use the default (the object's name) |
| Return Values |
| None. |
| Description |
| Set the text of the targeting trigger (legend) for the object. This is the initial interaction trigger for the object in the scene, which brings up the |
| targeting menu. The text should be pre-localized. The interaction symbol will be prepended to the text automatically. The object requires a |
| targetable component. |
| Examples |
| me = Object.GetMe() |
| i Object.SetTargetableLegend( me, "Play a game of pool!" ) |
| See Also |
| � Object.SetTargetableText |
| Object.SetTargetablePosition |
| Brief |
| Sets the object's targetable position if it is targetable. |
| Definition |
| ! Object.SetTargetablePosition( Object object, Vector4 position ) |
| Arguments |
| object - The object to update.position - The new targetable position |
| Return Values |
| None. |
| Description |
| Sets the object's targetable position if it is targetable using the targetable component. The position is in world space. The object requires a |
| targetable component. |
| Examples |
| j me = Object.GetMe() |
| j Object.SetTargetablePosition( me, Vector4.Create( 1, 2, 3 ) ) |
| See Also |
| � Object.GetMe |
| Object.SetTargetableText |
| Brief |
| Sets the text of the interact/play option in the targeting dialog. |
| Definition |
| | Object.SetTargetableText( Object object, string text ) |
| Arguments |
| object - The object to update.text - The localized text to display. |
| Return Values |
| None. |
| Description |
| Sets the text of the interact/play option in the targeting dialog. The object requires a targetable component. |
| Examples |
| | me = Object.GetMe() |
| i Object.SetTargetableText( me, 'Switch On' ) |
| See Also |
| � Object. SetTargetableLegend |
|
|