Difference between revisions of "GetObject (CMS)"
From The Official Visionaire Studio: Adventure Game Engine Wiki
(5 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
− | + | {| class="toccolours mw-collapsible mw-collapsed ex" | |
− | + | ! Function history | |
− | + | |- | |
− | + | | Available since v3.0 | |
− | + | |} | |
+ | Allows you to access, read & manipulate the data tables for the linked object, item, character, condition, & value etc... | ||
− | + | {| class="toccolours mw-collapsible mw-collapsed ex" | |
− | + | ! Additional Info | |
− | + | |- | |
− | + | | ''!important'': The object names are case sensitive. | |
− | + | |} | |
− | |||
− | |||
Syntax: | Syntax: | ||
<syntaxhighlight> | <syntaxhighlight> | ||
− | getObject("path[object]") | + | getObject("path[object, error]") |
</syntaxhighlight> | </syntaxhighlight> | ||
Line 51: | Line 50: | ||
<span class="bold underline">Arguments</span> | <span class="bold underline">Arguments</span> | ||
− | ''' | + | '''path''': "string" <br/> |
The path to the required data structure object. | The path to the required data structure object. | ||
− | ''' | + | '''object''': text<br/> |
− | + | Name of the object, character, condition etc; the name is case sensitive. | |
+ | |||
+ | '''error''': bool (true/false) <br/> | ||
+ | If <span class="green">''true''</span> a warning will be printed to the log, if the linked object can not be found; it is set to <span class="green">true</span>, by default. | ||
Line 66: | Line 68: | ||
'''object''' <br/> | '''object''' <br/> | ||
− | Returns the data from the linked objects table. | + | Returns the data from the linked objects table; or returns empty. |
− |
Revision as of 20:58, 31 August 2014
Function history |
---|
Available since v3.0 |
Allows you to access, read & manipulate the data tables for the linked object, item, character, condition, & value etc...
Additional Info |
---|
!important: The object names are case sensitive. |
Syntax:
getObject("path[object, error]")
Example 1: Quick getObject method; you must take care when using this method, that your project does not contain multiple objects with the same name.
-- This method is unsafe because it accesses all the condition/value tables associated with the project
getObject("Conditions[condition_name]") -- get a condition
getObject("Values[value_name]") -- get a value
getObject("Actions[action_name]") -- get an action
getObject("Animations[animation_name]") -- get an animation
Example 2: Full getObject method.
-- * scenes * --
getObject("Scenes[scene_name].SceneConditions[condition_name]") -- get condition linked to a scene
getObject("Scenes[scene_name].SceneObjects[object_name].ObjectConditions[condition_name]") -- get condition linked to a scene object
getObject("Scenes[scene_name].SceneValues[value_name]") -- get value linked to a scene
getObject("Scenes[scene_name].SceneObjects[object_name].ObjectValues[value_name]") -- get value linked to a scene object
getObject("Scenes[scene_name].SceneActions[action_name]") --
getObject("scenes[scene_name].SceneObjects[object_name].ObjectAnimations[animation_name]") -- get animation linked to a scene object
-- * characters * --
getObject("Characters[character_name].CharacterConditions[condition_name]") -- get condition linked to a character
getObject("Characters[character_name].CharacterValues[value_name]") -- get value linked to a character
getObject("Characters[character_name].CharacterActions[action_name]") -- get action linked to a character
getObject("Characters[character_name].CharacterOutfits[outfit_name].OutfitCharacterAnimations[animation_name]") -- get animation linked to a character
-- etc...
Arguments
path: "string"
The path to the required data structure object.
object: text
Name of the object, character, condition etc; the name is case sensitive.
error: bool (true/false)
If true a warning will be printed to the log, if the linked object can not be found; it is set to true, by default.
Flags
none
Return
object
Returns the data from the linked objects table; or returns empty.