Difference between revisions of "GetObject"
From The Official Visionaire Studio: Adventure Game Engine Wiki
Line 15: | Line 15: | ||
:The found visionaire object or an empty object if no object was found. | :The found visionaire object or an empty object if no object was found. | ||
===Examples=== | ===Examples=== | ||
− | + | Example 1: Access object by scanning whole object table (object name must be unique for whole table) | |
− | [[ | + | <syntaxhighlight> |
+ | getObject("Conditions[door_open?]") -- get condition with name 'door open?' | ||
+ | </syntaxhighlight> | ||
+ | Example 2: Specific object access | ||
+ | <syntaxhighlight> | ||
+ | getObject("Scenes[office].SceneConditions[door_open?]") -- get condition 'door open?' linked to scene 'office' | ||
+ | </syntaxhighlight> |
Revision as of 21:27, 30 September 2014
Contents
getObject
Available since: v3.0
Lua Syntax:
getObject(path_or_tuple [, logWarning])
Arguments
path_or_tuple
- "string" - Path to a Visionaire Object. The path has to start with a table name, then follows the object name in brackets ('[',']') - only the game table does not have an object name. Optionally a field name (field type must either be t_link or t_links) can follow after a dot '.'. For t_links fields you must specify an object name in brackets ('[',']'). For t_link fields there are no brackets. Alternatively you can also pass in a tuple with the table id and the object id, e.g. "(0,3)".
logWarning
- true|false - If true (default) a warning will be printed to the log file if the object could not be found.
Flags
Return Values
- visionaireObject
- The found visionaire object or an empty object if no object was found.
Examples
Example 1: Access object by scanning whole object table (object name must be unique for whole table)
getObject("Conditions[door_open?]") -- get condition with name 'door open?'
Example 2: Specific object access
getObject("Scenes[office].SceneConditions[door_open?]") -- get condition 'door open?' linked to scene 'office'