Difference between revisions of "GetObject"

From The Official Visionaire Studio: Adventure Game Engine Wiki
(Redirected page to Global Command: getObject)
 
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==getObject==
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#REDIRECT [[Global Command: getObject]]
 
 
<div class="command-min-version-info">Available since: <span class="command-min-version">v3.0</span></div>
 
 
 
Lua Syntax:
 
<pre class="command-syntax">getObject(path_or_tuple [, logWarning])</pre>
 
===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)
 
<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>
 

Latest revision as of 13:22, 19 May 2023