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