ObjVisibility (CMS)

From The Official Visionaire Studio: Adventure Game Engine Wiki
Revision as of 17:06, 21 August 2022 by AFRLme (talk | contribs)
Name Type By
onjVisibility({t}, val, duration, easing) Definition AFRLme

This small function allows you to quickly adjust the visibility of multiple scene objects, which can be useful for setting up scenes without having to create tons of set visibility action parts.


Instructions

1. Add the main script to the Visionaire Studio Script Editor & set the script as a definition script.
2a. Usage example #1: immediately update the visibility of all listed scene objects to 0

objVisibility({"obj1",  "obj2", "obj3"}, 0)

2b. Usage example #3: update the visibility of all listed scene objects in the linked table to 50% over 250ms with easeQuadOut easing

local tbl = {"obj1", "obj2", "obj3"}

objVisibility(tbl, 50, 250, easeQuadOut)


Main Script

function objVisibility(t, val, duration, easing)
  duration = duration or 0 -- fallback in case duration equals nil or empty
  easing = easing or easeLinearInOut -- fallback in case duration equals nil or emptyObject
  -- + --
  for i = 1, #t do -- iterate through the tables
    game.CurrentScene.Objects[ t[i] ]:to(duration, {Visibility = val}, easing) -- update visibility of currently listed scene object
  end
end


Syntax Breakdown

Name Type Description
t table This should be a table or linked table containing the "names" of the scene objects that you want to update visibility (opacity) value of.
val integer This should contain a number value between 0 & 100, with zero being invisible & 100 being fully visible.
duration integer This should contain a number value in milliseconds of how long you want the visibility to change from the current value to the target value. Use 0 for immediate update.
easing integer This should contain a number value, or the variable name of the easing type that you want to use. Here is a list of available easing options, however in Visionaire Studio the InOut bits are added to the end instead of the middle.