Global Command: getObject
From The Official Visionaire Studio: Adventure Game Engine Wiki
Get a Visionaire object.
Note that in most cases it is no longer necessary to make use of this function, because Visionaire objects can now be accessed directly ("shorthand notation").
Related functions | TVisObj:getObject |
Syntax
getObject(path_or_tuple [, logWarning])
Parameters
Parameter | Type | Description |
---|---|---|
path_or_tuple | string | Path to a Visionaire Object. The path has to start with a table name, followed by the object name in square brackets ([...]). The "game" table does not have object names. 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 square brackets ([...]). Alternatively, you can pass in a tuple with the table id and the object id, e. g. "(0,3)". |
logWarning | boolean | If true a warning will be printed to the log file if the object could not be found. The default value is true. |
Return values
Type | Description |
---|---|
TVisObj | The Visionaire object or an empty object if no object was found. |
Examples
Example 1: Access a condition just by its name (name must be unique throughout the project).
local doorCond = getObject("Conditions[door_open?]")
-- Note that the same can be achieved easier with the "shorthand" notation
local doorCond = Conditions["door_open?"]
Example 2: Access a condition of a specific object by passing the full path.
local doorCond = getObject("Scenes[office].SceneObjects[door].ObjectConditions[door_open?]")
-- Note that the same can be achieved easier with the "shorthand" notation
local doorCond = Scenes["office"].Objects["door"].Conditions["door_open?"]
Example 3: Access a character by passing a tuple: get object with id=3 from table with id=0 (characters table).
local char = getObject("(0,3)")