Difference between revisions of "HPL3/Scripting/Scripting Guide/Sequences"
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Many of the events that happen inside map script files are triggered sequences. For example: A sound plays, then the player's FoV changes, then a light starts flashing, etc. | Many of the events that happen inside map script files are triggered sequences. For example: A sound plays, then the player's FoV changes, then a light starts flashing, etc. | ||
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SequenceStates_Resume("Sequence_Alert"); | SequenceStates_Resume("Sequence_Alert"); | ||
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− | </syntaxhighlight>As you can see, <code>Sequence_DoStepAndPause()</code> in there actually pauses the whole sequence until some external event - in this case the callback from the voice playing code - calls <code>SequenceStates_Resume()</code> and asks it to continue. | + | </syntaxhighlight> |
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+ | As you can see, <code>Sequence_DoStepAndPause()</code> in there actually pauses the whole sequence until some external event - in this case the callback from the voice playing code - calls <code>SequenceStates_Resume()</code> and asks it to continue. | ||
To start the sequence, you just call the sequence function once with an empty argument when you want it to trigger:<syntaxhighlight lang="c++"> | To start the sequence, you just call the sequence function once with an empty argument when you want it to trigger:<syntaxhighlight lang="c++"> |
Latest revision as of 12:23, 14 August 2020
Many of the events that happen inside map script files are triggered sequences. For example: A sound plays, then the player's FoV changes, then a light starts flashing, etc. We control all of those through a set of wrappers we call Sequences, which hide a bunch of timers away and make things easier to read. They are very useful when we need to handle a big amount of timers that should occur one after another - or in other words - a sequence. WorkflowFor each sequence you need a map property to store the state - a cSequenceStatesData property: cSequenceStatesData mSequenceAlert;Then you create a sequence function. This will be repeatedly called until the whole sequence is over. It looks something like this: cSequenceStatesData mSequenceAlert;
void Sequence_Alert(const tString& in asName)
{
Sequence_Begin("Sequence_Alert", mSequenceAlert);
if(Sequence_DoStepAndWait(1.0f)) // Do this step and then wait for 1 second
{
MakeALoudNoise();
}
else if (Sequence_DoStepAndWait(2.5f)) // Do this and then wait for 2.5 seconds
{
FlashABrightLight();
}
else if (Sequence_DoStepAndPause()) // Do this and then pause until told otherwise
{
SaySomethingAndCallBack("OnSayingSomethingComplete");
}
else if (Sequence_DoStepAndWait(10.0f)) // Do this and then wait for 10s
{
CrushPlayerLikeAnAnt();
}
else if (Sequence_DoStepAndContinue()) // Do this and go on to the next step (in this case there isn't one)
{
ApologiseToPlayer();
}
Sequence_End();
}
void OnSayingSomethingComplete()
{
// Saying something is now complete - poke the sequence to continue processing
SequenceStates_Resume("Sequence_Alert");
}
|
As you can see, Sequence_DoStepAndPause()
in there actually pauses the whole sequence until some external event - in this case the callback from the voice playing code - calls SequenceStates_Resume()
and asks it to continue.
To start the sequence, you just call the sequence function once with an empty argument when you want it to trigger:
Sequence_Alert("");
No need to call it every frame or anything! Once started, timers will automatically make sure that the sequence steps get followed when they need to be.
See Also
- Sequences Helper - SOMA
- Sequences Helper - Amnesia: Rebirth