mini update
Browse filesThis view is limited to 50 files because it contains too many changes. See raw diff
- DEV/1.86 Docs/Libraries/Scene.txt +717 -0
- MEDIA/ARCHIVE/apollo.dl.playstation.net/cdn/EP0555/NPEB00286_00/59HDUQVxDjSUtyPQ8j7c7XHwZPKoooZz.png +3 -0
- MEDIA/ARCHIVE/game2.hellfiregames.com/Postcards/CheneNickel07.1012594.jpg +3 -0
- MEDIA/ARCHIVE/game2.hellfiregames.com/Postcards/SILVIA242.302879-17.jpg +3 -0
- MEDIA/ARCHIVE/game2.hellfiregames.com/Postcards/aiacosblack.1005777.jpg +3 -0
- MEDIA/ARCHIVE/game2.hellfiregames.com/Postcards/iBrianxx1.1012672.jpg +3 -0
- MEDIA/ARCHIVE/game2.hellfiregames.com/Postcards/malakaiince14.1000897.jpg +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/raven/MAG-A_Chaotic_World.mp3 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/raven/MAG-A_Chaotic_World.mp4 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/raven/MAG-A_Chaotic_World_v2.mp3 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/raven/MAG-A_Force_for_Order.mp3 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/raven/MAG-A_Force_for_Order.mp4 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/raven/MAG-A_Force_for_Order_v2.mp3 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/raven/MAG-Defense_Industry.mp3 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/raven/MAG-Defense_Industry.mp4 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/raven/MAG-Laser_Precision.mp3 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/raven/MAG-Raven_Global_Conflict.mp3 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/raven/MAG-Raven_Global_Conflict.mp4 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/raven/MAG-Raven_Shadow_War.mp3 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/raven/MAG-Raven_Theme.mp3 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/raven/MAG-Raven_Theme.mp4 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/raven/MAG-The_Battlefield_of_Tomorrow.mp3 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-A_New_Dawn.mp3 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-All_That_Remains.mp3 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-Incision.mp3 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-Overkill.mp3 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-SVER_Global_Conflict.mp3 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-SVER_Global_Conflict.mp4 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-SVER_Global_Conflict_v2.mp3 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-SVER_Shadow_War.mp3 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-SVER_Theme.mp3 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-SVER_Theme.mp4 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-Survival_and_Rebellion.mp3 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-Survival_and_Rebellion.mp4 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-Survival_and_Rebellion_v2.mp3 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-The_Crushing_Heel_of_Tyranny.mp3 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-The_Crushing_Heel_of_Tyranny.mp4 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-The_Crushing_Heel_of_Tyranny_v2.mp3 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-The_Fire_Within.mp3 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-The_Fire_Within.mp4 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-The_Fire_Within_v2.mp3 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/sver/MAG-Two_Hundred_Fifty_Six.mp3 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/valor/MAG-A_Soldiers_Pride.mp3 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/valor/MAG-A_Soldiers_Pride.mp4 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/valor/MAG-A_Soldiers_Pride_v2.mp3 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/valor/MAG-Another_Day.mp3 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/valor/MAG-Day_In_And_Day_Out.mp3 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/valor/MAG-Day_In_And_Day_Out.mp4 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/valor/MAG-For_Glory.mp3 +3 -0
- MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/valor/MAG-For_Glory.mp4 +3 -0
DEV/1.86 Docs/Libraries/Scene.txt
ADDED
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|
| 1 |
+
1.76 Scene .650
|
| 2 |
+
1.76.1 Scene.FindEntity .650
|
| 3 |
+
1.76.2 Scene.FindScreen .651
|
| 4 |
+
1.76.3 Scene.FindTriggerVolume .651
|
| 5 |
+
1.76.4 Scene.GetGraphicsEngineParam .652
|
| 6 |
+
1.76.5 Scene.Getlnstanceld .653
|
| 7 |
+
1.76.6 Scene.GetLaunchParam .653
|
| 8 |
+
1.76.7 Scene.GetLayerCollisionDefault .654
|
| 9 |
+
1.76.8 Scene.GetListenerObjects .654
|
| 10 |
+
1.76.9 Scene.GetMaxSaveDataSize .655
|
| 11 |
+
1.76.10 Scene.GetSaveDataPermission .656
|
| 12 |
+
1.76.11 Scene. GetStartupInstanceParam .656
|
| 13 |
+
1.76.12 Scene.GetStartupValueParam .657
|
| 14 |
+
1.76.13 Scene.GetVirtualObject .658
|
| 15 |
+
1.76.14 Scene.IsLoading .658
|
| 16 |
+
1.76.15 Scene.IsLoadingObjects .659
|
| 17 |
+
1.76.16 Scene.IsSaveDataBusy .659
|
| 18 |
+
1.76.17 Scene.LoadData .660
|
| 19 |
+
1.76.18 Scene.LockPadControls .661
|
| 20 |
+
1.76.19 Scene.OverrideAvatarCloseUpCamAspect .661
|
| 21 |
+
1.76.20 Scene.OverrideAvatarCloseUpCamFov .662
|
| 22 |
+
1.76.21 Scene. OverrideAvatarCloseUpCamZFar .663
|
| 23 |
+
1.76.22 Scene.OverrideAvatarCloseUpCamZNear .663
|
| 24 |
+
1.76.23 Scene.OverrideAvatarStandardCamAspect .664
|
| 25 |
+
1.76.24 Scene.OverrideAvatarStandardCamFov .665
|
| 26 |
+
1.76.25 Scene.OverrideAvatarStandardCamZFar .665
|
| 27 |
+
1.76.26 Scene.OverrideAvatarStandardCamZNear .666
|
| 28 |
+
1.76.27 Scene.ResetAvatarCamOverrides .667
|
| 29 |
+
1.76.28 Scene.SaveData .667
|
| 30 |
+
1.76.29 Scene.SetGraphicsEngineParam .668
|
| 31 |
+
1.76.30 Scene.SetLayerCollisionDefault .669
|
| 32 |
+
1.76.31 Scene.SetLightProbeData .669
|
| 33 |
+
1.76.32 Scene.SetLightProbeTransform .670
|
| 34 |
+
|
| 35 |
+
Scene
|
| 36 |
+
Scene.FindEntity
|
| 37 |
+
Brief
|
| 38 |
+
Finds an entity that was created from the scene
|
| 39 |
+
Definition
|
| 40 |
+
Entity Scene.FindEntity( string name )
|
| 41 |
+
Arguments
|
| 42 |
+
name - The name of the entity as set in the HDK's Scene Editor application.
|
| 43 |
+
Return Values
|
| 44 |
+
The entity if it is found and nil otherwise.
|
| 45 |
+
Description
|
| 46 |
+
Finds an entity that was created from the scene, (i.e. one added to the world as part of the .scene file)
|
| 47 |
+
Examples
|
| 48 |
+
! anotherDancingMonkey = Scene.FindEntity( "DancingMonkey342" )
|
| 49 |
+
i Entity.SetAnim( anotherDancingMonkey, "monkey_excited" )
|
| 50 |
+
See Also
|
| 51 |
+
Scene.FindScreen
|
| 52 |
+
Brief
|
| 53 |
+
Finds a screen in the active scene.
|
| 54 |
+
Definition
|
| 55 |
+
Screen Scene.FindScreen( string name )
|
| 56 |
+
Arguments
|
| 57 |
+
name - The name of the screen as set in the FIDK's Scene Editor application.
|
| 58 |
+
Return Values
|
| 59 |
+
The screen matching the specified name or nil if the screen is not found.
|
| 60 |
+
Description
|
| 61 |
+
Finds a screen in the active scene.
|
| 62 |
+
Examples
|
| 63 |
+
screen = Scene.FindScreen( "MyVideoScreen" )
|
| 64 |
+
if screen ~= nil then
|
| 65 |
+
Screen.SetContent( screen, "http://www.example.com/myvideo.mp4" )
|
| 66 |
+
end
|
| 67 |
+
See Also
|
| 68 |
+
� Screen.SetContent
|
| 69 |
+
Scene.FindTriggerVolume
|
| 70 |
+
Brief
|
| 71 |
+
Finds a trigger volume that was created from the scene
|
| 72 |
+
Definition
|
| 73 |
+
! TriggerVolume Scene.FindTriggerVolume( string name )
|
| 74 |
+
Arguments
|
| 75 |
+
name - The name of the trigger volume as set in the HDK's Scene Editor application.
|
| 76 |
+
Return Values
|
| 77 |
+
The trigger volume if it is found and nil otherwise.
|
| 78 |
+
Description
|
| 79 |
+
Finds a trigger volume that was created from the scene, (i.e. one added to the world as part of the .scene file)
|
| 80 |
+
Examples
|
| 81 |
+
trigVol = Scene.FindTriggerVolume( "sceneTriggerVolumel" )
|
| 82 |
+
TriggerVolume.AddCallback( trigVol, MySceneTriggerVolumeCallback )
|
| 83 |
+
See Also
|
| 84 |
+
� TriggerVolume.AddCallback
|
| 85 |
+
Scene.GetGraphicsEngineParam
|
| 86 |
+
Brief
|
| 87 |
+
Get the value of a parameter from the graphics engine.
|
| 88 |
+
Definition
|
| 89 |
+
Scene.GetGraphicsEngineParam(paramName)
|
| 90 |
+
Arguments
|
| 91 |
+
paramName - a valid graphics engine param name. Valid values are:
|
| 92 |
+
GraphicsEngine.ShadowEnable
|
| 93 |
+
GraphicsEngine.ShadowQuality
|
| 94 |
+
GraphicsEngine.SunlightColor
|
| 95 |
+
GraphicsEngine.SunlightDir
|
| 96 |
+
GraphicsEngine.ColorBalance
|
| 97 |
+
GraphicsEngine.Saturation
|
| 98 |
+
GraphicsEngine.Contrast
|
| 99 |
+
GraphicsEngine.ShadowPlaneDistance
|
| 100 |
+
GraphicsEngine.ShadowPlaneMultiplier
|
| 101 |
+
GraphicsEngine.ShadowPlaneCount
|
| 102 |
+
GraphicsEngine.ShadowDarkness
|
| 103 |
+
GraphicsEngine. AlphaSortEnable
|
| 104 |
+
GraphicsEngine. LightProbeTint
|
| 105 |
+
GraphicsEngine.GlowType
|
| 106 |
+
GraphicsEngine.GlowColor
|
| 107 |
+
GraphicsEngine. GlowBlendMode
|
| 108 |
+
Return Values
|
| 109 |
+
The current value of the graphics engine parameter in question.
|
| 110 |
+
Description
|
| 111 |
+
For details of the types returned by this function, see Scene.SetGraphicsEngineParam.
|
| 112 |
+
Examples
|
| 113 |
+
print(Scene.GetGraphicsEngineParam(GraphicsEngine.SunlightColor)) � output is "[1.64, 1.52, 1.08, 0]
|
| 114 |
+
i print(Scene.GetGraphicsEngineParam(GraphicsEngine.ShadowEnable)) � output is "true"
|
| 115 |
+
See Also
|
| 116 |
+
� Scene.SetGraphicsEngineParam
|
| 117 |
+
Scene.Getlnstanceld
|
| 118 |
+
Brief
|
| 119 |
+
Returns a unique id for the scene instance the user is currently in
|
| 120 |
+
Definition
|
| 121 |
+
! string Scene.GetInstanceld()
|
| 122 |
+
Arguments
|
| 123 |
+
None.
|
| 124 |
+
Return Values
|
| 125 |
+
string - The unique scene instance id
|
| 126 |
+
Description
|
| 127 |
+
Returns a unique id for the scene instance the user is currently in
|
| 128 |
+
Examples
|
| 129 |
+
! scenelnstaceld = Scene.GetInstanceld()
|
| 130 |
+
See Also
|
| 131 |
+
None
|
| 132 |
+
Scene.GetLaunchParam
|
| 133 |
+
Brief
|
| 134 |
+
Returns one of the text parameters that may have been passed to PS Plome when launched.
|
| 135 |
+
Definition
|
| 136 |
+
! string Scene.GetLaunchParam( number index = 1 )
|
| 137 |
+
Arguments
|
| 138 |
+
index - index of the parameter to fetch (1-16).
|
| 139 |
+
Return Values
|
| 140 |
+
The indexed string that PS Home was launched with, or "none" if none.
|
| 141 |
+
Description
|
| 142 |
+
This function allows your script to query optional values passed to Home through a configuration file either set up by SCE regional teams or
|
| 143 |
+
generated from a game launched by Home. This allows you to gamelaunch from Home into your external title, then when the user selects to
|
| 144 |
+
return to PS Home they are directed to different spaces depending on whether they won or lost (for instance). Note that these values are only
|
| 145 |
+
valid in the first scene the user enters after returning to Home. See external documentation for more details on setting up this system.
|
| 146 |
+
Examples
|
| 147 |
+
param = Scene.GetLaunchParam( 1 )
|
| 148 |
+
if ( param ~= "none" ) then
|
| 149 |
+
if ( param == "winner" ) then � custom string passed to PS Home by title
|
| 150 |
+
print("You won!")
|
| 151 |
+
else
|
| 152 |
+
print("You lost.")
|
| 153 |
+
end
|
| 154 |
+
end
|
| 155 |
+
See Also
|
| 156 |
+
None
|
| 157 |
+
Scene.GetLayerCollisionDefault
|
| 158 |
+
Brief
|
| 159 |
+
Query the default enabledness of collision detection between collision of the specified layers.
|
| 160 |
+
Definition
|
| 161 |
+
boolean Scene.GetLayerCollisionDefault( enum layerA, enum layerB )
|
| 162 |
+
Arguments
|
| 163 |
+
layerA - The first layer.layerB - The second layer.
|
| 164 |
+
Return Values
|
| 165 |
+
true if collision detection is enabled by default, false otherwise.
|
| 166 |
+
Description
|
| 167 |
+
Query the default enabledness of collision detection between collision of the specified layers.
|
| 168 |
+
Examples
|
| 169 |
+
! print( Scene.GetLayerCollisionDefault( CollisionLayer.Userl, CollisionLayer.FurniturePlacement ) )
|
| 170 |
+
See Also
|
| 171 |
+
� Scene.SetLayerCollisionDefault
|
| 172 |
+
Scene.GetListenerObjects
|
| 173 |
+
Brief
|
| 174 |
+
Returns an array of scene objects that are listening for data.
|
| 175 |
+
Definition
|
| 176 |
+
Object[] Scene.GetListenerObjects( number startIndex = 1, number maxCount = -1 )
|
| 177 |
+
Arguments
|
| 178 |
+
startlndex - The position to start from. Previous indices are not added to the results.maxCount - The maximum size the results array can be.
|
| 179 |
+
Return Values
|
| 180 |
+
A table of Object instances.
|
| 181 |
+
Description
|
| 182 |
+
Returns an array of scene objects that are listening for data.
|
| 183 |
+
Examples
|
| 184 |
+
sceneListenerObjects = Scene.GetListenerObjects()
|
| 185 |
+
t = { letters={ "a", "b", "c" }, type="letter_message" }
|
| 186 |
+
for i, sceneListenerObject in ipairs( sceneListenerObjects ) do
|
| 187 |
+
resultl, result2, result3 = Object.SendListenerData( sceneListenerObject, t )
|
| 188 |
+
end
|
| 189 |
+
See Also
|
| 190 |
+
None
|
| 191 |
+
Scene.GetMaxSaveDataSize
|
| 192 |
+
Brief
|
| 193 |
+
Indicates the maximum size in bytes of the available save data storage area.
|
| 194 |
+
Definition
|
| 195 |
+
! number Scene.GetMaxSaveDataSize()
|
| 196 |
+
Arguments
|
| 197 |
+
None
|
| 198 |
+
Return Values
|
| 199 |
+
The maximum size in bytes of the save data storage area.
|
| 200 |
+
Description
|
| 201 |
+
This function will return the maximum size in bytes of the available save data storage area. This number will never decrease. The number is valid
|
| 202 |
+
only if the scene has save data access.
|
| 203 |
+
Examples
|
| 204 |
+
local access = Scene.GetSaveDataPermission()
|
| 205 |
+
i if access == SaveDataPermission.ReadWrite and not Scene.IsSaveDataBusy() then
|
| 206 |
+
me = MemoryContainer.Create( Scene.GetMaxSaveDataSize() )
|
| 207 |
+
� modify container here
|
| 208 |
+
Scene.SaveData( me )
|
| 209 |
+
j end
|
| 210 |
+
L_I
|
| 211 |
+
See Also
|
| 212 |
+
None
|
| 213 |
+
Scene.GetSaveDataPermission
|
| 214 |
+
Brief
|
| 215 |
+
Obtain the level of save data access available to the current user in this scene.
|
| 216 |
+
Definition
|
| 217 |
+
SaveDataPermission Scene.GetSaveDataPermission()
|
| 218 |
+
Arguments
|
| 219 |
+
None
|
| 220 |
+
Return Values
|
| 221 |
+
A permission level (see details).
|
| 222 |
+
Description
|
| 223 |
+
Some scenes (currently personal spaces and clubhouses) provide the ability for a script to save data. Public scenes will not provide this ability.
|
| 224 |
+
Only the owner or club leader is currently able to read or write the save data, so the Readonly permission level below is not yet available. This
|
| 225 |
+
function will return the save data access level for the current user in the current scene, from the following values:
|
| 226 |
+
SaveDataPermission.None
|
| 227 |
+
SaveDataPermission. Readonly
|
| 228 |
+
SaveDataPermission. ReadWrite
|
| 229 |
+
For convenience these values can also be compared in the expected order (see example). Note that the save data system may also temporarily
|
| 230 |
+
be busy, even if the user has permission. This can be checked with the IsSaveDataBusy function.
|
| 231 |
+
Examples
|
| 232 |
+
local access = Scene.GetSaveDataPermission()
|
| 233 |
+
if (access > SaveDataPermission.None and not Scene.IsSaveDataBusy()) then
|
| 234 |
+
Scene.LoadData(memContainer)
|
| 235 |
+
end
|
| 236 |
+
See Also
|
| 237 |
+
� Scene.IsSaveDataBusy
|
| 238 |
+
Scene.GetStartupInstanceParam
|
| 239 |
+
Brief
|
| 240 |
+
Returns the Instance parameter that was passed to the scene when it was initialised
|
| 241 |
+
Definition
|
| 242 |
+
number Scene.GetStartupInstanceParam()
|
| 243 |
+
Arguments
|
| 244 |
+
None.
|
| 245 |
+
Return Values
|
| 246 |
+
number - The Instance parameter that the scene was started with
|
| 247 |
+
Description
|
| 248 |
+
When the user is relocated to a new scene (either by using a relocate region placed in another scene, or by the Local Player. Relocate function),
|
| 249 |
+
an optional 'instance' parameter can be passed. The instance parameter is used to create different instances of the scene, and can then be
|
| 250 |
+
queried by the destination scene's scene script to change the behaviour in this new instance of the scene. For example, you might have a 'lobby'
|
| 251 |
+
scene and a 'game-room' scene connected to it. When the user chooses to move from the lobby to the game-room, the lobby's script might decide
|
| 252 |
+
(for instance), to send all European users to game-room instance 1, and all US users to game-room instance 2. European users would all appear
|
| 253 |
+
in one set of instances of the game-room, US users would all appear in another set of instances of the game-room. The game-room script could
|
| 254 |
+
then use this function to determine if the current instance is a European or US one and change behaviour appropriately.
|
| 255 |
+
Examples
|
| 256 |
+
param = Scene.GetStartupInstanceParam()
|
| 257 |
+
See Also
|
| 258 |
+
Scene.GetStartupValueParam
|
| 259 |
+
Brief
|
| 260 |
+
Returns the value parameter that was passed to the scene when it was initialised
|
| 261 |
+
Definition
|
| 262 |
+
number Scene.GetStartupValueParam()
|
| 263 |
+
Arguments
|
| 264 |
+
None.
|
| 265 |
+
Return Values
|
| 266 |
+
number - The value parameter that the scene was started with
|
| 267 |
+
Description
|
| 268 |
+
The value parameter is usually derived from relocation regions in the scene editor, e.g. You might have one scene that has 2 doorways leading to
|
| 269 |
+
copies of the same scene When placing the relocation region for the doorways, you add the name of the scene the doorways lead to and
|
| 270 |
+
(optionally) a value and text parameter. Hence, the first doorway could lead to space B with value parameter 1, and the second doorway could
|
| 271 |
+
lead to space B with value parameter 2. The scene script in space B could then use this function to, for instance, set different screen content
|
| 272 |
+
depending on which doorway the user came through. Note that users entering the same scene will see other users in that scene, even though
|
| 273 |
+
they might have entered with a different value parameter To create separate instances of the scene controlled by parameter, see
|
| 274 |
+
Scene.GetStartuplnstanceParam()
|
| 275 |
+
Examples
|
| 276 |
+
param = Scene.GetStartupValueParam()
|
| 277 |
+
See Also
|
| 278 |
+
Scene.GetVirtualObject
|
| 279 |
+
Brief
|
| 280 |
+
Returns the current scene's virtual Object and nil if not present.
|
| 281 |
+
Definition
|
| 282 |
+
Object Scene.GetVirtualObject()
|
| 283 |
+
Arguments
|
| 284 |
+
None
|
| 285 |
+
Return Values
|
| 286 |
+
the current scene's virtual Object and nil if not present.
|
| 287 |
+
Description
|
| 288 |
+
Returns the current scene's virtual Object and nil if not present.
|
| 289 |
+
Examples
|
| 290 |
+
sceneObject = Scene.GetVirtualObject()
|
| 291 |
+
t = { letters={ "a", "b", "c" }, type="letter_message" }
|
| 292 |
+
results = Object.SendListenerData( sceneObject, t )
|
| 293 |
+
See Also
|
| 294 |
+
None
|
| 295 |
+
Scene.IsLoading
|
| 296 |
+
Brief
|
| 297 |
+
Indicates if current scene is currently loading.
|
| 298 |
+
Definition
|
| 299 |
+
boolean Scene.IsLoading()
|
| 300 |
+
Arguments
|
| 301 |
+
None
|
| 302 |
+
Return Values
|
| 303 |
+
True if a scene is currently loading or false if fully loaded.
|
| 304 |
+
Description
|
| 305 |
+
A scene is considered loaded once the scene itself and all objects marked as load before spawn are loaded, and the local player is spawned.
|
| 306 |
+
Object and scene scripts will start to run before a scene is fully loaded, this is by design as it allows background loading to continue where
|
| 307 |
+
necessary. If a script wishes to disable certain functionality while the scene is still loading, this function can be used to identify this state. Note that
|
| 308 |
+
scene objects not marked as load before spawn will continue to load after this function returns true; to detect this state use
|
| 309 |
+
Scene. IsLoadingObjects.
|
| 310 |
+
Examples
|
| 311 |
+
if (Scene.IsLoading()) then
|
| 312 |
+
g_canStartGame = false � disallow playing a game until scene is loaded
|
| 313 |
+
end
|
| 314 |
+
See Also
|
| 315 |
+
� Scene. IsLoadingObjects
|
| 316 |
+
Scene.IsLoadingObjects
|
| 317 |
+
Brief
|
| 318 |
+
Indicates if current scene is currently loading scene objects.
|
| 319 |
+
Definition
|
| 320 |
+
boolean Scene.IsLoadingObjects()
|
| 321 |
+
Arguments
|
| 322 |
+
None
|
| 323 |
+
Return Values
|
| 324 |
+
True if a scene is currently loading scene objects or false if all scene objects are loaded.
|
| 325 |
+
Description
|
| 326 |
+
A scene is considered loaded once the scene itself and all objects marked as load before spawn are loaded, and the local player is spawned.
|
| 327 |
+
Scene objects not marked as load before spawn will however continue to be downloaded after this point. This function will return true while there
|
| 328 |
+
are still scene objects downloading and loading in the scene, and will only return false when all scene objects are loaded and active. If you only
|
| 329 |
+
wish to detect when the scene and local player and all load before spawn objects are loaded, use Scene.IsLoading.
|
| 330 |
+
Examples
|
| 331 |
+
if (g_isLoading and not Scene.IsLoadingObjects()) then
|
| 332 |
+
g_isLoading = false
|
| 333 |
+
SendListenerDataToAllObjects() � user function
|
| 334 |
+
end
|
| 335 |
+
See Also
|
| 336 |
+
� Scene.IsLoading
|
| 337 |
+
Scene.lsSaveDataBusy
|
| 338 |
+
Brief
|
| 339 |
+
Returns true if the save data system is currently busy indicating a save data request would fail.
|
| 340 |
+
Definition
|
| 341 |
+
boolean Scene.IsSaveDataBusy()
|
| 342 |
+
Arguments
|
| 343 |
+
None
|
| 344 |
+
Return Values
|
| 345 |
+
true if the save data system is busy and false otherwise.
|
| 346 |
+
Description
|
| 347 |
+
This function is only useful if the user has save data access (see GetSaveDataPermission). If this function returns true, any attempt to use the
|
| 348 |
+
save data system will cause a Lua error.
|
| 349 |
+
Examples
|
| 350 |
+
local access = Scene.GetSaveDataPermission()
|
| 351 |
+
if access == SaveDataPermission.ReadWrite and not Scene.IsSaveDataBusy() then
|
| 352 |
+
me = MemoryContainer.Create( Scene.GetMaxSaveDataSize() )
|
| 353 |
+
� modify container here
|
| 354 |
+
Scene.SaveData( me )
|
| 355 |
+
end
|
| 356 |
+
See Also
|
| 357 |
+
� Scene.GetSaveDataPermission
|
| 358 |
+
Scene.LoadData
|
| 359 |
+
Brief
|
| 360 |
+
Copies the scene's save data (if available) into the supplied memory container.
|
| 361 |
+
Definition
|
| 362 |
+
void Scene.LoadData( MemoryContainer memContainer, int size = Scene.GetMaxSaveDataSize( ), int offset
|
| 363 |
+
= 0 )
|
| 364 |
+
Arguments
|
| 365 |
+
memContainer - The memory container to load into.size - Number of bytes to obtain.offset - Offset in bytes into the memory container at which to
|
| 366 |
+
store the data.
|
| 367 |
+
Return Values
|
| 368 |
+
None.
|
| 369 |
+
Description
|
| 370 |
+
All scenes which allow saving (clubhouses and personal space), have an allocated save data area which allow embedded objects and
|
| 371 |
+
scenescripts to save data about the scene. Note that nothing should rely on specific data being present in the save data (as the user may delete
|
| 372 |
+
their Home save data at any time) and thus actives should be able to recognise and handle the case where no save data is present. When a
|
| 373 |
+
scene is accessed for the first time, all of its save data is set to zero.
|
| 374 |
+
Examples
|
| 375 |
+
local access = Scene.GetSaveDataPermission()
|
| 376 |
+
if access > SaveDataPermission.None and not Scene.IsSaveDataBusy() then
|
| 377 |
+
local memContainer = MemoryContainer.Create( Scene.GetMaxSaveDataSize( ) )
|
| 378 |
+
Scene.LoadData(memContainer)
|
| 379 |
+
if (memContainer:GetUintl6(0) == 48879) then -- OxBEEF
|
| 380 |
+
print('Save data is valid: found the beef')
|
| 381 |
+
g_mySize = memContainer:GetFloat32(4)
|
| 382 |
+
end
|
| 383 |
+
end
|
| 384 |
+
See Also
|
| 385 |
+
� Scene.SaveData
|
| 386 |
+
� Scene.GetSaveDataPermission
|
| 387 |
+
� Scene.IsSaveDataBusy
|
| 388 |
+
Scene.LockPadControls
|
| 389 |
+
Brief
|
| 390 |
+
Locks the pad controls.
|
| 391 |
+
Definition
|
| 392 |
+
Scene.LockPadControls(boolean val)
|
| 393 |
+
Arguments
|
| 394 |
+
val - true or false to lock or unlock the pad controls respectively.
|
| 395 |
+
Return Values
|
| 396 |
+
Description
|
| 397 |
+
Locks the input pad controls, bar the SELECT button (for the Safe Screen). The developer is advised to use this with care, and to interact with the
|
| 398 |
+
user appropriately during the time the controls are locked. If it's not obvious why the controls are locked, the user should be informed.
|
| 399 |
+
Examples
|
| 400 |
+
! Scene.LockPadControls(true)
|
| 401 |
+
See Also
|
| 402 |
+
None
|
| 403 |
+
Scene.OverrideAvatarCloseUpCamAspect
|
| 404 |
+
Brief
|
| 405 |
+
Set the aspect for the standard close-up camera that follows the Avatar.
|
| 406 |
+
Definition
|
| 407 |
+
Scene.OverrideAvatarCloseUpCamAspect(boolean isOverride, number value)
|
| 408 |
+
Arguments
|
| 409 |
+
isOverride - whether or not to override the default setting.value - the value to set.
|
| 410 |
+
Return Values
|
| 411 |
+
None.
|
| 412 |
+
Description
|
| 413 |
+
Examples
|
| 414 |
+
! Scene.OverrideAvatarCloseUpCamAspect(true, 16.0 / 9.0)
|
| 415 |
+
! Scene.OverrideAvatarCloseUpCamAspect(false)
|
| 416 |
+
See Also
|
| 417 |
+
� Scene.OverrideAvatarClosellpCamFov
|
| 418 |
+
� Scene.OverrideAvatarClosellpCamZNear
|
| 419 |
+
� Scene.OverrideAvatarStandardCamAspect
|
| 420 |
+
� Scene.OverrideAvatarStandardCamZNear
|
| 421 |
+
� Scene.OverrideAvatarStandardCamZFar
|
| 422 |
+
Scene.OverrideAvatarCloseUpCamFov
|
| 423 |
+
Brief
|
| 424 |
+
Set the Field Of View for the standard close-up camera that follows the Avatar.
|
| 425 |
+
Definition
|
| 426 |
+
! Scene.OverrideAvatarCloseUpCamFov(boolean isOverride, number value)
|
| 427 |
+
Arguments
|
| 428 |
+
isOverride - whether or not to override the default setting.value - the value to set.
|
| 429 |
+
Return Values
|
| 430 |
+
None.
|
| 431 |
+
Description
|
| 432 |
+
Examples
|
| 433 |
+
! Scene.OverrideAvatarCloseUpCamFov(true, 60)
|
| 434 |
+
! Scene.OverrideAvatarCloseUpCamFov(false)
|
| 435 |
+
See Also
|
| 436 |
+
Scene.OverrideAvatarCloseUpCamAspect
|
| 437 |
+
� Scene.OverrideAvatarClosellpCamZNear
|
| 438 |
+
� Scene.OverrideAvatarStandardCamAspect
|
| 439 |
+
� Scene. OverrideAvatarStandardCamZNear
|
| 440 |
+
� Scene. OverrideAvatarStandardCamZFar
|
| 441 |
+
Scene. OverrideAvatarCloseUpCamZFar
|
| 442 |
+
Brief
|
| 443 |
+
Set the far clipping for the standard close-up camera that follows the Avatar.
|
| 444 |
+
Definition
|
| 445 |
+
! Scene.OverrideAvatarCloseUpCamZFar(boolean isOverride, number value)
|
| 446 |
+
Arguments
|
| 447 |
+
isOverride - whether or not to override the default setting.value - the value to set.
|
| 448 |
+
Return Values
|
| 449 |
+
None.
|
| 450 |
+
Description
|
| 451 |
+
Examples
|
| 452 |
+
! Scene.OverrideAvatarCloseUpCamZFar(true, 1000)
|
| 453 |
+
1 Scene.OverrideAvatarCloseUpCamZFar(false)
|
| 454 |
+
See Also
|
| 455 |
+
� Scene. OverrideAvatarClosellpCamFov
|
| 456 |
+
� Scene. OverrideAvatarClosellpCamAspect
|
| 457 |
+
� Scene.OverrideAvatarStandardCamAspect
|
| 458 |
+
� Scene.OverrideAvatarStandardCamZNear
|
| 459 |
+
� Scene.OverrideAvatarStandardCamZFar
|
| 460 |
+
Scene.OverrideAvatarCloseUpCamZNear
|
| 461 |
+
Brief
|
| 462 |
+
Set the near clipping for the standard close-up camera that follows the Avatar.
|
| 463 |
+
Definition
|
| 464 |
+
! Scene.OverrideAvatarCloseUpCamZNear(boolean isOverride, number value)
|
| 465 |
+
Arguments
|
| 466 |
+
isOverride - whether or not to override the default setting.value - the value to set.
|
| 467 |
+
Return Values
|
| 468 |
+
None.
|
| 469 |
+
Description
|
| 470 |
+
Examples
|
| 471 |
+
1 Scene.OverrideAvatarCloseUpCamZNear(true, 0.1)
|
| 472 |
+
! Scene.OverrideAvatarCloseUpCamZNear(false)
|
| 473 |
+
See Also
|
| 474 |
+
� Scene.OverrideAvatarClosellpCamFov
|
| 475 |
+
� Scene.OverrideAvatarClosellpCamAspect
|
| 476 |
+
� Scene.OverrideAvatarStandardCamAspect
|
| 477 |
+
� Scene.OverrideAvatarStandardCamZNear
|
| 478 |
+
� Scene.OverrideAvatarStandardCamZFar
|
| 479 |
+
Scene.OverrideAvatarStandardCamAspect
|
| 480 |
+
Brief
|
| 481 |
+
Set the aspect for the standard close-up camera that follows the Avatar.
|
| 482 |
+
Definition
|
| 483 |
+
! Scene.OverrideAvatarStandardCamAspect(boolean isOverride, number value)
|
| 484 |
+
Arguments
|
| 485 |
+
isOverride - whether or not to override the default setting.value - the value to set.
|
| 486 |
+
Return Values
|
| 487 |
+
None.
|
| 488 |
+
Description
|
| 489 |
+
Examples
|
| 490 |
+
! Scene.OverrideAvatarStandardCamAspect(true, 16.0 / 9.0)
|
| 491 |
+
! Scene.OverrideAvatarStandardCamAspect(false)
|
| 492 |
+
See Also
|
| 493 |
+
� Scene. OverrideAvatarStandardCam Fov
|
| 494 |
+
� Scene.OverrideAvatarStandardCamZNear
|
| 495 |
+
� Scene.OverrideAvatarClosellpCamAspect
|
| 496 |
+
� Scene. OverrideAvatarClosellpCamZNear
|
| 497 |
+
� Scene. OverrideAvatarClosellpCamZFar
|
| 498 |
+
Scene.OverrideAvatarStandardCamFov
|
| 499 |
+
Brief
|
| 500 |
+
Set the Field Of View for the standard close-up camera that follows the Avatar.
|
| 501 |
+
Definition
|
| 502 |
+
! Scene.OverrideAvatarStandardCamFov(boolean isOverride, number value)
|
| 503 |
+
Arguments
|
| 504 |
+
isOverride - whether or not to override the default setting.value - the value to set.
|
| 505 |
+
Return Values
|
| 506 |
+
None.
|
| 507 |
+
Description
|
| 508 |
+
Examples
|
| 509 |
+
! Scene.OverrideAvatarStandardCamFov(true, 60)
|
| 510 |
+
! Scene.OverrideAvatarStandardCamFov(false)
|
| 511 |
+
See Also
|
| 512 |
+
� Scene. OverrideAvatarStandardCamAspect
|
| 513 |
+
� Scene. OverrideAvatarStandardCamZNear
|
| 514 |
+
� Scene. OverrideAvatarClosellpCamAspect
|
| 515 |
+
� Scene.OverrideAvatarClosellpCamZNear
|
| 516 |
+
� Scene.OverrideAvatarClosellpCamZFar
|
| 517 |
+
Scene.OverrideAvatarStandardCamZFar
|
| 518 |
+
Brief
|
| 519 |
+
Set the far clipping for the standard close-up camera that follows the Avatar.
|
| 520 |
+
Definition
|
| 521 |
+
! Scene.OverrideAvatarStandardCamZFar(boolean isOverride, number value)
|
| 522 |
+
Arguments
|
| 523 |
+
isOverride - whether or not to override the default setting.value - the value to set.
|
| 524 |
+
Return Values
|
| 525 |
+
None.
|
| 526 |
+
Description
|
| 527 |
+
Examples
|
| 528 |
+
! Scene.OverrideAvatarStandardCamZFar(true, 1000)
|
| 529 |
+
! Scene.OverrideAvatarStandardCamZFar(false)
|
| 530 |
+
See Also
|
| 531 |
+
� Scene.OverrideAvatarStandardCamFov
|
| 532 |
+
� Scene.OverrideAvatarStandardCamAspect
|
| 533 |
+
� Scene.OverrideAvatarClosellpCamAspect
|
| 534 |
+
� Scene. OverrideAvatarClosellpCamZNear
|
| 535 |
+
� Scene. OverrideAvatarClosellpCamZFar
|
| 536 |
+
Scene. OverrideAvatarStandardCamZNear
|
| 537 |
+
Brief
|
| 538 |
+
Set the Far clipping for the standard close-up camera that follows the Avatar.
|
| 539 |
+
Definition
|
| 540 |
+
! Scene.OverrideAvatarStandardCamZNear(boolean isOverride, number value)
|
| 541 |
+
Arguments
|
| 542 |
+
isOverride - whether or not to override the default setting.value - the value to set.
|
| 543 |
+
Return Values
|
| 544 |
+
None.
|
| 545 |
+
Description
|
| 546 |
+
Examples
|
| 547 |
+
! Scene.OverrideAvatarStandardCamZNear(true, 0.1)
|
| 548 |
+
! Scene.OverrideAvatarStandardCamZNear(false)
|
| 549 |
+
See Also
|
| 550 |
+
� Scene.OverrideAvatarStandardCamFov
|
| 551 |
+
� Scene.OverrideAvatarStandardCamAspect
|
| 552 |
+
� Scene. OverrideAvatarClosellpCamAspect
|
| 553 |
+
� Scene.OverrideAvatarClosellpCamZNear
|
| 554 |
+
� Scene.OverrideAvatarClosellpCamZFar
|
| 555 |
+
Scene. ResetAvatarCamOverrides
|
| 556 |
+
Brief
|
| 557 |
+
Resets all previously set Avatar Camera overrides.
|
| 558 |
+
Definition
|
| 559 |
+
! Scene.ResetAvatarCamOverrides()
|
| 560 |
+
Arguments
|
| 561 |
+
None
|
| 562 |
+
Return Values
|
| 563 |
+
None.
|
| 564 |
+
Description
|
| 565 |
+
Examples
|
| 566 |
+
! Scene.ResetAvatarCamOverrides()
|
| 567 |
+
See Also
|
| 568 |
+
� Scene. OverrideAvatarStandardCamFov
|
| 569 |
+
� Scene.OverrideAvatarStandardCamAspect
|
| 570 |
+
� Scene.OverrideAvatarStandardCamZNear
|
| 571 |
+
� Scene. OverrideAvatarClosellpCamAspect
|
| 572 |
+
� Scene.OverrideAvatarClosellpCamZNear
|
| 573 |
+
� Scene.OverrideAvatarClosellpCamZFar
|
| 574 |
+
Scene.SaveData
|
| 575 |
+
Brief
|
| 576 |
+
Copies the data from the supplied memory container into the scene's save data area and requests it to save.
|
| 577 |
+
Definition
|
| 578 |
+
! Scene.SaveData( MemoryContainer memContainer, number size = Scene.GetMaxSaveDataSize( ), int offset =
|
| 579 |
+
I 0 )
|
| 580 |
+
Arguments
|
| 581 |
+
memContainer - The memory container to read data from.size - Number of bytes to obtain.offset - Offset in bytes into the memory container at
|
| 582 |
+
which to start reading the data to save.
|
| 583 |
+
Return Values
|
| 584 |
+
None.
|
| 585 |
+
Description
|
| 586 |
+
All scenes which allow saving (clubhouses and personal spaces), have an allocated save data area which allow embedded objects and scene
|
| 587 |
+
scripts to save data about the scene. Note that nothing should rely on specific data being present in the save data (as the user may delete their
|
| 588 |
+
Home save data at any time) and thus a script should be able to recognise and handle the case where no or invalid save data is present. When a
|
| 589 |
+
scene is accessed for the first time, all of its save data is set to zero. Note: If size is not specified and your memory container is bigger than the
|
| 590 |
+
maximum save data size an error will occur to catch accidental data truncation.
|
| 591 |
+
Examples
|
| 592 |
+
local access = Scene.GetSaveDataPermission()
|
| 593 |
+
if (access == SaveDataPermission.ReadWrite and not Scene.IsSaveDataBusy()) then
|
| 594 |
+
local memContainer = MemoryContainer.Create( 8 )
|
| 595 |
+
memContainer:SetUint16(0, 48879) � OxBEEF, tags our data as valid
|
| 596 |
+
memContainer:SetFloat32(4, mySize) � save our current size so we can keep growing next time
|
| 597 |
+
Scene.SaveData(memContainer, 8)
|
| 598 |
+
end
|
| 599 |
+
See Also
|
| 600 |
+
� Scene. Load Data
|
| 601 |
+
� Scene.GetSaveDataPermission
|
| 602 |
+
� Scene. IsSaveDataBusy
|
| 603 |
+
Scene.SetGraphicsEngineParam
|
| 604 |
+
Brief
|
| 605 |
+
Set the value of a parameter in the graphics engine.
|
| 606 |
+
Definition
|
| 607 |
+
! Scene.SetGraphicsEngineParam(paramName, value)
|
| 608 |
+
Arguments
|
| 609 |
+
paramName - a valid graphics engine param name. Valid values are:
|
| 610 |
+
GraphicsEngine.ShadowEnable boolean - enable or disable shadows, defaults to true)
|
| 611 |
+
GraphiceEngine.ShadowQuality set the sun shadow quality. Should be one of:
|
| 612 |
+
ShadowQuality.Low
|
| 613 |
+
ShadowQuality.Medium
|
| 614 |
+
ShadowQuality.High
|
| 615 |
+
GraphicsEngine.SunlightColor Vector4 - set the color/brightness of the sun, w component is ignored. Each channel range is 0=>3
|
| 616 |
+
GraphicsEngine.SunlightDir Vector4 - set the direction of the sun. The value does not need to be normalized
|
| 617 |
+
GraphicsEngine.ColorBalance Vector4 - set the post-process color balance, components should be in the range -1 =>1, defaults to (0,0,0)
|
| 618 |
+
GraphicsEngine.Saturation scalar - set the post-process saturation, should be in the range -2=>2, defaults to 1
|
| 619 |
+
GraphicsEngine.Contrast scalar - set the post-process contrast, should be in the range -1 =>1, defaults to 0
|
| 620 |
+
GraphicsEngine.ShadowPlaneDistance scalar - distance to the first shadow plane in metres, defaults to 2.0
|
| 621 |
+
GraphicsEngine.ShadowPlaneMultiplier scalar - value to muliply each shadow plane distance by to get the distance to the next plane, defaults to
|
| 622 |
+
3.0 and must be greater than 1.0
|
| 623 |
+
GraphicsEngine.ShadowPlaneCount scalar - number of shadow planes to render, should be in the range 0=>4, defaults to 4
|
| 624 |
+
GraphicsEngine.ShadowDarkness scalar - set the darkness of indoor shadows (has no effect in sunlit scenes), should be in the range 0=>1,
|
| 625 |
+
defaults to 0.2
|
| 626 |
+
GraphicsEngine.AlphaSortEnable boolean - enable or disable sorting of semitransparent meshes, for scenes exported with HDK1.40 onwards,
|
| 627 |
+
this defaults to true.
|
| 628 |
+
GraphicsEngine.LightProbeTint Vector4 - set a global tint colour for the light probes, defaults to (1,1,1)
|
| 629 |
+
GraphicsEngine.GlowType set the type of glow. Should be one of:
|
| 630 |
+
GlowType.Disabled
|
| 631 |
+
GlowType.Small
|
| 632 |
+
GlowType.Default
|
| 633 |
+
GlowType.Large
|
| 634 |
+
GlowType. ExtraLarge
|
| 635 |
+
GlowType. Horizontal
|
| 636 |
+
GlowType.Vertical
|
| 637 |
+
GraphicsEngine.GlowColor Vector4 - set the tint colour for the glow
|
| 638 |
+
GraphicsEngine.GlowBlendMode set the blend type for the glow, should be one of:
|
| 639 |
+
GlowBlend.Default
|
| 640 |
+
GlowBlend.Add - add the glow buffer to the framebuffer
|
| 641 |
+
GlowBlend.Squared - square the glow buffer and add it to the framebuffer
|
| 642 |
+
GraphicsEngine.EnvironmentMap Set the current environment map for dynamic objects.
|
| 643 |
+
The argument should be the name of a texture resource, or the resource itselfvalue - the value to set.
|
| 644 |
+
Return Values
|
| 645 |
+
None.
|
| 646 |
+
Description
|
| 647 |
+
Examples
|
| 648 |
+
Scene.SetGraphicsEngineParam(GraphicsEngine.SunlightColor, Vector4.Create(2, 2,0)) � set the sun color
|
| 649 |
+
to bright yellow
|
| 650 |
+
Scene.SetGraphicsEngineParam(GraphicsEngine.ShadowEnable, false) � disable shadows in this scene
|
| 651 |
+
See Also
|
| 652 |
+
None
|
| 653 |
+
Scene.SetLayerCollisionDefault
|
| 654 |
+
Brief
|
| 655 |
+
Set the default enabledness of collision detection between collision of the specified layers.
|
| 656 |
+
Definition
|
| 657 |
+
! Scene.SetLayerCollisionDefault( enum layerA, enum layerB, boolean enabled )
|
| 658 |
+
Arguments
|
| 659 |
+
layerA - The first layer; must be a "user layer".layerB - The second layer.enabled - true to enable collision detection by default, false otherwise.
|
| 660 |
+
Return Values
|
| 661 |
+
None.
|
| 662 |
+
Description
|
| 663 |
+
Set the default enabledness of collision detection between collision of the specified layers.
|
| 664 |
+
Examples
|
| 665 |
+
! Scene.SetLayerCollisionDefault( CollisionLayer.Userl, CollisionLayer.FurniturePlacement, false )
|
| 666 |
+
See Also
|
| 667 |
+
� Scene.GetLayerCollisionDefault
|
| 668 |
+
Scene.SetLightProbeData
|
| 669 |
+
Brief
|
| 670 |
+
Set the light probe data for the scene
|
| 671 |
+
Definition
|
| 672 |
+
Scene.SetLightProbeData(string resourcename, number slotlndex, bool updateSun=false)
|
| 673 |
+
Scene.SetLightProbeData(Resource resource, number slotlndex, bool updateSun=false)
|
| 674 |
+
Arguments
|
| 675 |
+
resource - The probe data file resource, or resource name, or nil to clear the slot
|
| 676 |
+
This resource can not be released whilst it is in use on a slot. Set the slot to another resource or nil before
|
| 677 |
+
attempting to release it.slotlndex - The light probe volume index to set. There are 9 slots (numbered 0-8) available.updateSun - If this is true,
|
| 678 |
+
update the sun parameters based on the values from the given probe data
|
| 679 |
+
Return Values
|
| 680 |
+
none
|
| 681 |
+
Description
|
| 682 |
+
Sets the light probe volume at the given index to the given data. If this volume overlaps an existing volume, then the one with the lowest slot
|
| 683 |
+
number will have precedence. Note, there is no way to query the light probe slots once assigned.
|
| 684 |
+
Examples
|
| 685 |
+
� load in new scene geometry �
|
| 686 |
+
entity = Entity.Create ()
|
| 687 |
+
entity:SetModel( "my_new_scene_geometry.mdl" )
|
| 688 |
+
� load corresponding lighting data �
|
| 689 |
+
Scene.SetLightProbeData( "mylighting.probe", 1 )
|
| 690 |
+
� clear old lighting �
|
| 691 |
+
Scene.SetLightProbeData( nil, 0 )
|
| 692 |
+
See Also
|
| 693 |
+
� Scene.SetLightProbeTransform
|
| 694 |
+
Scene.SetLightProbeTransform
|
| 695 |
+
Brief
|
| 696 |
+
Set the transform for the light probe volume in the given slot
|
| 697 |
+
Definition
|
| 698 |
+
Scene.SetLightProbeTransform(Matrix44 transform, number slotlndex)
|
| 699 |
+
Arguments
|
| 700 |
+
transform - The transform to apply to the light probe volume in the given slotslotlndex - The light probe volume index to set. There are 9 slots
|
| 701 |
+
(numbered 0-8) available.
|
| 702 |
+
Return Values
|
| 703 |
+
none
|
| 704 |
+
Description
|
| 705 |
+
Sets the transform for the light probe volume at the given index
|
| 706 |
+
Examples
|
| 707 |
+
� load in new scene geometry �
|
| 708 |
+
entity = Entity.Create ()
|
| 709 |
+
entity:SetModel( "my_new_scene_geometry.mdl" )
|
| 710 |
+
� load corresponding lighting data �
|
| 711 |
+
Scene.SetLightProbeData( "mylighting.probe", 1 )
|
| 712 |
+
� reposition model and probes �
|
| 713 |
+
pos = Vector4.Create(10, 10, 0)
|
| 714 |
+
entity:SetPosition( pos )
|
| 715 |
+
Scene.SetLightProbeTransform( Matrix44.Create( Quaternion.Create (), pos ), 1 )
|
| 716 |
+
See Also
|
| 717 |
+
� Scene.SetLightProbeData
|
MEDIA/ARCHIVE/apollo.dl.playstation.net/cdn/EP0555/NPEB00286_00/59HDUQVxDjSUtyPQ8j7c7XHwZPKoooZz.png
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ADDED
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ADDED
|
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version https://git-lfs.github.com/spec/v1
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version https://git-lfs.github.com/spec/v1
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ADDED
|
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version https://git-lfs.github.com/spec/v1
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|
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version https://git-lfs.github.com/spec/v1
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|
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version https://git-lfs.github.com/spec/v1
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ADDED
|
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ADDED
|
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ADDED
|
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ADDED
|
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version https://git-lfs.github.com/spec/v1
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ADDED
|
@@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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ADDED
|
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ADDED
|
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|
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ADDED
|
@@ -0,0 +1,3 @@
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| 1 |
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ADDED
|
@@ -0,0 +1,3 @@
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| 1 |
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ADDED
|
@@ -0,0 +1,3 @@
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| 1 |
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version https://git-lfs.github.com/spec/v1
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ADDED
|
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| 1 |
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version https://git-lfs.github.com/spec/v1
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ADDED
|
@@ -0,0 +1,3 @@
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|
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|
|
|
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| 1 |
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ADDED
|
@@ -0,0 +1,3 @@
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ADDED
|
@@ -0,0 +1,3 @@
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| 1 |
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ADDED
|
@@ -0,0 +1,3 @@
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ADDED
|
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ADDED
|
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ADDED
|
@@ -0,0 +1,3 @@
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MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/valor/MAG-Another_Day.mp3
ADDED
|
@@ -0,0 +1,3 @@
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MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/valor/MAG-Day_In_And_Day_Out.mp3
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|
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MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/valor/MAG-Day_In_And_Day_Out.mp4
ADDED
|
@@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/valor/MAG-For_Glory.mp3
ADDED
|
@@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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MEDIA/ARCHIVE/mag.dl.playstation.net/mag/home/valor/MAG-For_Glory.mp4
ADDED
|
@@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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