Script v1.7.1.0
- AI
- Animals
- Contracts
- Debug
- Economy
- Effects
- Events
- Farms
- GUI
- Handtools
- I3d
- Materials
- Misc
- Objects
- Placeables
- Player
- Player
- PlayerModelManager
- PlayerPickUpObjectEvent
- PlayerSetFarmAnswerEvent
- PlayerSetFarmEvent
- PlayerSetHandToolEvent
- PlayerStateActivateObject
- PlayerStateAnimalFeed
- PlayerStateAnimalInteract
- PlayerStateAnimalPet
- PlayerStateAnimalRide
- PlayerStateBase
- PlayerStateCrouch
- PlayerStateCycleHandtool
- PlayerStateDrop
- PlayerStateFall
- PlayerStateIdle
- PlayerStateJump
- PlayerStateMachine
- PlayerStatePickup
- PlayerStateRun
- PlayerStateSwim
- PlayerStateThrow
- PlayerStateUseLight
- PlayerStateWalk
- PlayerStyle
- PlayerSwitchedFarmEvent
- PlayerTeleportEvent
- PlayerThrowObjectEvent
- PlayerToggleLightEvent
- Shop
- Sounds
- Specializations
- Triggers
- Utils
- Vehicles
- Weather
Engine v1.7.1.0
- AI
- Animation
- Camera
- Entity
- Fillplanes
- General
- I3D
- Input
- Lighting
- Math
- Network
- Node
- Overlays
- Particle System
- Physics
- Rendering
- Scenegraph
- Shape
- Sound
- Spline
- String
- Terrain Detail
- Text Rendering
- Tire Track
- XML
- general
Foundation Reference
PlayerStateActivateObject
ParentPlayerStateBaseFunctions
activate
DescriptionActivate method.Definition
activate()Code
44 | function PlayerStateActivateObject:activate() |
45 | PlayerStateActivateObject:superClass().activate(self) |
46 | |
47 | self.object:onActivateObject() |
48 | for _, v in pairs(g_currentMission.activateListeners) do |
49 | v:onActivateObject(self.object) |
50 | end |
51 | if self.object.shouldRemoveActivatable == nil or self.object:shouldRemoveActivatable() then |
52 | g_currentMission:removeActivatableObject(self.object) |
53 | end |
54 | self:deactivate() |
55 | end |
deactivate
DescriptionActivate method.Definition
deactivate()Code
59 | function PlayerStateActivateObject:deactivate() |
60 | self.object = nil |
61 | self.activateText = "" |
62 | PlayerStateActivateObject:superClass().deactivate(self) |
63 | end |
isAvailable
DescriptionDefinitionisAvailable()Return Values
bool | returns | true if player can interact with object |
30 | function PlayerStateActivateObject:isAvailable() |
31 | for key, object in pairs(g_currentMission.activatableObjects) do |
32 | if object:getIsActivatable() then |
33 | self.activateText = object.activateText |
34 | self.object = object |
35 | object:drawActivate(); |
36 | return true |
37 | end |
38 | end |
39 | return false |
40 | end |
new
DescriptionCreating instance of state.Definition
new(table player, table stateMachine)Arguments
table | player | instance of player |
table | stateMachine | instance of the state machine manager |
table | instance | instance of object |
19 | function PlayerStateActivateObject:new(player, stateMachine) |
20 | local self = PlayerStateBase:new(player, stateMachine, PlayerStateActivateObject_mt) |
21 | |
22 | self.activateText = "" |
23 | self.object = nil |
24 | return self |
25 | end |