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1.44MiniGame .
1.44.1 MiniGame.AddCustomExitMenuOption .
1.44.2 MiniGame.CloseSession .
1.44.3 MiniGame.ConfirmReceivedWelcomeMessage . . .
1.44.4 MiniGame.DisableWelcomeMessages .
1.44.5 MiniGame.EnableQueue .
1.44.6 MiniGame.GetCurrentFocusPersonld .
1.44.7 MiniGame.GetCurrentFocusPlayerSlot .
1.44.8 MiniGame.GetJoinType .
1.44.9 MiniGame.GetMaxPlayerSlots .
1.44.10 MiniGame.GetNumberOfUsedPlayerSlots .
1.44.11 MiniGame.GetPersonldFromPlayerSlot .
1.44.12 MiniGame.GetPlayerSlotUsedByPersonld .
1.44.13 MiniGame.GetQueueSize .
1.44.14 MiniGame.GetTriggerFtadius .
1.44.15 MiniGame.lsAbleToChangeCustomExitMenuOption
1.44.16 MiniGame.lsPersonJoined .
1.44.17 MiniGame.lsSessionOpen .
1.44.18 MiniGame.lsSessionOwner .
1.44.19 MiniGame.LocalPlayerLeaveGame .
1.44.20 MiniGame.OpenSession .
1.44.21 MiniGame.RemoveCustomExitMenuOption .
1.44.22 MiniGame.SetJoinType .
1.44.23 MiniGame.SetLocalPlayerExcludeMessage .
1.44.24 MiniGame.SetSafeToSendWelcomeMessage ...
MiniGame
MiniGame.AddCustomExitMenuOption
Brief
Add a custom menu item to the Exit Menu for the mini-game.
Definition
MiniGame.AddCustomExitMenuOption(string optionText)
Arguments
optionText - The localized string to display. Note: This must contain the "[SQUARE]" tag to denote the
SQUARE button selects this option. This will almost certainly be at the start of the text, and likely
include a space after it, to separate it from the rest of the text. E.g. "[SQUARE] Settings".
Return Values
None.
Description
This enables the custom menu option in the mini-game's Exit Menu, and sets the text for that option. The text must be localized before input. Only
one custom option can be added. Successive calls to this function can be used to alter the text displayed. Use the
'on_custom_exit_menu_option_selected l callback to detect the SQUARE button being pressed.
Examples
local customText = Object.GetMe():GetLocalizedText("myCustomOptionText")
MiniGame.AddCustomExitMenuOption(myCustomOptionText)
See Also
� MiniGame. RemoveCustomExitMenuOption
� MiniGame. IsAbleToChangeCustomExitMenuOption
MiniGame.CloseSession
Brief
Close the minigame network session to new player entry.
Definition
Mini-Game .CloseSession()
Arguments
None.
Return Values
None.
Description
Close the current minigame network session to prevent new players from joining. While the session is closed, new players will not be able to join
the game. Only the session owner may call this function.
Examples
if (MiniGame.IsSessionOwner() and gamelsReadyToStart) then � some user flag indicating the lobby
period is finished
MiniGame.CloseSession()
end
See Also
� MiniGame.OpenSession
� MiniGame.IsSessionOwner
� MiniGame.IsSessionOpen
MiniGame.ConfirmReceivedWelcomeMessage
Brief
Confirms that a valid welcome message has been received.
Definition
MiniGame.ConfirmReceivedWelcomeMessage()
Arguments
None
Return Values
None.
Description
Use this function to confirm that a valid welcome message has been received. Until this is called, the local player cannot join the mini-game (if
welome messages are not disabled), as it is assumed they do not know the current state of it.
Examples
function OnReceivedMessage()
local message = ReceivedMessage.GetEventMessage()
local type = ReceivedMessage.GetType( message )
if ( type == WELCOME_MESSAGE ) then
gameState = ReceivedMessage.Readlnt32( message )
MiniGame.ConfirmReceivedWelcomeMessage()
else
� Handle other message types
end
end
See Also
� MiniGame. DisableWelcomeMessages
� MiniGame.SetSafeToSendWelcomeMessage
MiniGame.DisableWelcomeMessages
Brief
Disables welcome messages.
Definition
! MiniGame.DisableWelcomeMessages()
Arguments
None
Return Values
None.
Description
You must call this function if you do not want to use welcome messages in your mini-game. A welcome message is a full refresh of game state,
typically used if an avatar joins a scene and has no prior knowledge of the game. If you don't call this function, the mini-game system will expect
welcome messages to be sent and received, and therefore won't allow a player to join the game until one is received from a remote player. You
are advised to call this function once when your script initializes.
Examples
! MiniGame.DisableWelcomeMessages()
See Also
� MiniGame.ConfirmReceivedWelcomeMessage
� MiniGame.SetSafeToSendWelcomeMessage
MiniGame.EnableQueue
Brief
When called the mini-game uses the queuing system.
Definition
MiniGarae.EnableQueue ()
Arguments
None
Return Values
None.
Description
When called the mini-game uses the queuing system. The default is for it to not use it. Note that this function must only be called at initialization of
the script. The queuing system is totally automated and will handle joining players into the mini-game from the queue. Note: Queues act on
game-types, not individual game instances. E.g. If you had 4 pool tables, the queue would be for all 4, and would place you on the first one
available. The queuing system supplies queues based on the name of the mini-game. Note there's a maximum of 16 game types per scene.
Examples
Mini-Game . EnableQueue ()
See Also
None
MiniGame.GetCurrentFocusPersonld
Brief
Gets the person id currently in focus.
Definition
string MiniGame.GetCurrentFocusPersonld()
Arguments
None
Return Values
The person id relevant to the event callback in which it is called.
Description
Gets the currently focussed person id in the context of certain specific callbacks as specified by the 'mini_game' component in the HDK's Object
Editor. This function is only valid for the following callbacks:
on_add_player
on_remove_player
on_local_playerJoin
on_local_player_leave
on_send_welcome_message
Examples
function OnAddPlayer()
personid = MiniGame.GetCurrentFocusPersonld()
print( "Player added: " .. personid )
end
See Also
� MiniGame.GetCurrentFocusPlayerSlot
MiniGame.GetCurrentFocusPlayerSlot
Brief
Gets the player slot currently in focus.
Definition
number MiniGame.GetCurrentFocusPlayerSlot()
Arguments
None
Return Values
The player slot relevant to the event callback in which it is called.
Description
Gets the currently focussed player slot in the context of certain specific callbacks as specified by the 'mini_game' component in the HDK�s Object
Editor. This function is only valid for the following callbacks: on_add_player on_remove_player on_local_playerJoin on_local_player_leave
Examples
function OnRemovePlayer()
slot = MiniGame.GetCurrentFocusPlayerSlot()
print( "Player slot of departing player: " .
end
slot)
See Also
� MiniGame.GetCurrentFocusPersonld
MiniGame.GetJoinType
Brief
Get the current join type of the minigame.
Definition
JoinType MiniGame.GetJoinType()
Arguments
None
Return Values
The join type of the minigame.
Description
Get the current join type of the minigame.
Examples
! if (MiniGame.GetJoinType() == JoinType.Auto) then
MiniGame.SetJoinType(JoinType.Normal)
| end
See Also
� MiniGame.SetJoinType
MiniGame.GetMaxPlayerSlots
Brief
Returns the maximum number of player slots in the mini-game.
Definition
! number MiniGame.GetMaxPlayerSlots()
Arguments
None
Return Values
The maximum number of player slots in the mini-game.
Description
Returns the maximum number of player slots in the mini-game. Not all of these necessarily get filled. Imagine a roulette table with 20 seats (the
player slots), where only a maximum of 8 people are allowed to play at any one time.
Examples
! print( "The max player slots are " .. MiniGame.GetMaxPlayerSlots() )
See Also
� MiniGame.GetCurrentFocusPlayerSlot
� MiniGame.GetPlayerSlotUsedByPersonld
MiniGame. GetNumberOfUsedPlayerSlots
Brief
Returns the number of people currently joined to the mini-game.
Definition
! number MiniGame.GetNumberOfUsedPlayerSlots()
Arguments
None
Return Values
The number of people currently joined to the mini-game.
Description
Returns the number of people currently joined to the mini-game. Each person takes one player slot.
Examples
! print( "Player slot count = " .. MiniGame.GetNumberOfUsedPlayerSlots() )
See Also
� MiniGame.GetCurrentFocusPlayerSlot
� MiniGame.GetPlayerSlotUsedByPersonld
MiniGame.GetPersonldFromPlayerSlot
Brief
Returns the person ID of the given player slot. Note: Slots start from 0 (e.g. first player slot is 0, second is 1, etc).
Definition
! string MiniGame.GetPersonldFromPlayerSlot( number playerSlot )
Arguments
playerSlot - The player slot in question.
Return Values
The person ID of the given player slot.
Description
Returns the person ID of the given player slot.
Examples
print( "Person id of slot 0 is " .. MiniGame.GetPersonldFromPlayerSlot( 0 ) )
See Also
� MiniGame.GetCurrentFocusPlayerSlot
� MiniGame.GetPlayerSlotUsedByPersonld
MiniGame.GetPlayerSlotUsedByPersonld
Brief
Returns the player slot of the specified person id.
Definition
number MiniGame.GetPlayerSlotUsedByPersonld( string personld )
Arguments
personld - Person id of an avatar that has joined the mini-game.
Return Values
The player slot of the specified player person id.
Description
Returns the player slot of the specified person id. Returns -1 if the person does not have a player slot.
Examples
j localPlayerld = LocalPlayer.GetPersonld()
i if MiniGame.IsPersonJoined( localPlayerld ) then
slot = MiniGame.GetPlayerSlotUsedByPersonld( localPlayerld )
print( "I am playing the game and my slot is " .. slot )
i end
See Also
� LocalPlayer.GetPersonld
� MiniGame.IsPersonJoined
MiniGame.GetQueueSize
Brief
Used to determine the length of this mini game's queue.
Definition
number MiniGame.GetQueueSize ()
Arguments
None
Return Values
Size of the queue.
Description
Returns the current size of the queue. Note: the accuracy of this value may fluctuate slightly depending on network traffic and timings etc.
Examples
if MiniGame.GetQueueSize() > 10 then
TellCurrentPlayersToHurryUp()
end
See Also
None
MiniGame.GetTriggerRadius
Brief
Gets the mini-game's trigger radius.
Definition
number MiniGame.GetTriggerRadius()
Arguments
None
Return Values
The mini-game�s trigger radius.
Description
Gets the mini-game's trigger radius in meters. This is the radius from the game position that the player must be within in order to have the option
to join.
Examples
j p = Object.GetlnitialPosition( Object.GetMe() )
i r = MiniGame.GetTriggerRadius()
j print( "Game located at " .. p .. " with trigger radius " .. r )
See Also
� Object.GetlnitialPosition
� Object.GetMe
MiniGame.IsAbleToChangeCustomExitMenuOption
Brief
Determines if a custom menu option can currently be added to the Exit Menu.
Definition
MiniGame.IsAbleToChangeCustomExitMenuOption()
Arguments
None
Return Values
Whether a custom menu option can currently be added to the Exit Menu.
Description
Changing the custom menu option while the Exit Menu is visible is not user friendly and is therefore restricted. This function can be used to
determine when 'AddCustomExitMenuOption' and 'RemoveCustomExitMenuOption' will fail.
Examples
! MiniGame.IsAbleToChangeCustomExitMenuOption()
See Also
� MiniGame. AddCustomExitMenuOption
� MiniGame. RemoveCustomExitMenuOption
MiniGame. IsPersonJoined
Brief
Returns true if the specified person has joined and false otherwise.
Definition
1 boolean MiniGame.IsPersonJoined( string personld )
Arguments
personld - The ID of the person.
Return Values
true if the specified person has joined and false otherwise.
Description
Returns true if the specified person has joined and false otherwise.
Examples
! print( MiniGame.IsPersonJoined( LocalPlayer.GetPersonld() ) )
See Also
� LocalPlayer.GetPersonld
MiniGame.IsSessionOpen
Brief
Returns true if the minigame network session is currently open.
Definition
! boolean MiniGame.IsSessionOpen()
Arguments
None.
Return Values
True if the network session is open, or false if closed.
Description
Returns true if the minigame network session is currently open. An open session will accept new player entry and a closed session will not.
Examples
! if (MiniGame.IsSessionOpen() and MiniGame.IsSessionOwner()) then
MiniGame.CloseSession()
j end
See Also
� MiniGame.OpenSession
� MiniGame.CloseSession
� MiniGame.IsSessionOwner
MiniGame.IsSessionOwner
Brief
Returns true if the current player is the minigame network session owner.
Definition
! boolean MiniGame.IsSessionOwner()
Arguments
None.
Return Values
True if the current player is the network session owner, or false otherwise.
Description
One player is designated as the network session owner for the minigame at all times. This function can be used to identify this player.
Examples
j if (MiniGame.IsSessionOwner()) then
print("I own this game.")
I end
See Also
� MiniGame.OpenSession
� MiniGame.CloseSession
� MiniGame.lsSessionOpen
MiniGame.LocalPlayerLeaveGame
Brief
Triggers the local player to leave the mini-game.
Definition
! MiniGame.LocalPlayerLeaveGame()
Arguments
None
Return Values
None.
Description
Triggers the local player to leave the mini-game. This will cause the function associated with the 'on_local_player_leave' property of the
'mini_game' object component to be called.
Examples
function OnRemovePlayer()
� If one player leaves the game, force everyone else to leave too
me = LocalPlayer.GetPersonld()
if (MiniGame.IsPersonJoined( me ) then
MiniGame.LocalPlayerLeaveGame()
end
end
See Also
� LocalPlayer.GetPersonld
� MiniGame.IsPersonJoined
MiniGame.OpenSession
Brief
Open the minigame network session to new player entry.
Definition
MiniGame.OpenSession ()
Arguments
None.
Return Values
None.
Description
Open a closed session to allow new players to join. Calling this on an already open session will have no effect. Only the session owner may call
this function, otherwise a Lua error will occur.
Examples
! if (MiniGame.IsSessionOwner() and not MiniGame.IsSessionOpen()) then
MiniGame.OpenSession ()
| end
See Also
� MiniGame.CloseSession
� MiniGame.IsSessionOwner
� MiniGame.IsSessionOpen
MiniGame. RemoveCustomExitMenuOption
Brief
Remove the custom menu item from the Exit Menu for the mini-game (if one has been added).
Definition
! MiniGame.RemoveCustomTargetMenuOption(string optionText)
Arguments
None
Return Values
None.
Description
This removes the custom menu option in the mini-game's Exit Menu, if one has previously been added.
Examples
! MiniGame.RemoveCustomExitMenuOption()
See Also
� MiniGame. AddCustomExitMenuOption
� MiniGame. IsAbleToChangeCustomExitMenuOption
MiniGame.SetJoinType
Brief
Set the join type of a minigame.
Definition
MiniGame.SetJoinType(JoinType type)
Arguments
type - The join type to use (JoinType.Normal, JoinType.Auto, JoinType.Minimal).
Return Values
None.
Description
Set the join type of a minigame. If the user is within range and the join type is changed to JoinType.Auto, the user will automatically join the game.
Examples
! MiniGame.SetJoinType(JoinType.Normal)
See Also
� MiniGame.GetJoinType
MiniGame.SetLocalPlayerExcludeMessage
Brief
Set the message to be displayed if the minigame prevents the local player from joining.
Definition
! MiniGame.SetLocalPlayerExcludeMessage( string message )
Arguments
message - the localized string to display, or an empty string to display the default message
Return Values
None.
Description
If the minigame implements the on_can_local_playerJoin callback, it is able to return false to indicate that the local player may not join at this
time. This may be due to the game being busy or unable to accept new players at this time (for example, if a race is in progress). This function
allows the script to specify a message to be displayed to the user in this event to clarify the reason for the game not being joinable, and when it
will become available again. The function can be called from anywhere in the script and the message will remain active until set to another
message. Note that if queueing is enabled, this function will raise an error.
Examples
function OnCanLocalPlayerJoin()
if (RacelnProgress()) then
local msg = Object.GetMe():GetLocalizedText("RACE_IN_PROGRESS")
MiniGame.SetLocalPlayerExcludeMessage(msg)
return false
end
return true
end
See Also
None
MiniGame.SetSafeToSendWelcomeMessage
Brief
Use this function to allow the mini-game to send welcome messages.
Definition
MiniGame.SetSafeToSendWelcomeMessage( boolean value = true )
Arguments
value - true or false. Defaults to true.
Return Values
None.
Description
Use this function to allow the mini-game to send welcome messages (if using welcome messages in the mini-game). As an example, a Pool game
will not want to send welcome messages when the balls are moving. So, you should set to true at all times other than when the balls are moving.
Examples
! function OnUpdateO
� Always safe for the mini-game to send a welcome message
MiniGame.SetSafeToSendWelcomeMessage( true )
I end
See Also
� MiniGame.ConfirmReceivedWelcomeMessage
� MiniGame. DisableWelcomeMessages