Difference between revisions of "HPL3/Scripting/Scripting Guide/Sequences"
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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. | 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. | ||
− | For each sequence you need a map property to store the state - a cSequenceStatesData property | + | For each sequence you need a map property to store the state - a cSequenceStatesData property: |
<pre>cSequenceStatesData mSequenceAlert;</pre> | <pre>cSequenceStatesData mSequenceAlert;</pre> | ||
− | Then you create a sequence function. This will be repeatedly called until the whole sequence is over. It looks something like this: | + | Then you create a sequence function. This will be repeatedly called until the whole sequence is over. It looks something like this:<syntaxhighlight lang="c++"> |
+ | 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() | |
− | + | { | |
− | 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. | + | // Saying something is now complete - poke the sequence to continue processing |
− | + | SequenceStates_Resume("Sequence_Alert"); | |
− | + | } | |
+ | </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. | ||
+ | To start the sequence, you just call the sequence function once with an empty argument when you want it to trigger:<syntaxhighlight lang="c++"> | ||
Sequence_Alert(""); | Sequence_Alert(""); | ||
+ | </syntaxhighlight>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. | ||
− | + | {{tip|Since sequences are totally independent of each other, you could run multiple sequences in parallel.}} | |
− | + | ==See Also== | |
− | + | *[[HPL3/Scripting/Sequences_Helper|Sequences Helper]] | |
− | * [[HPL3/Scripting/Sequences_Helper|Sequences Helper]] | ||
Revision as of 14:51, 12 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.
For 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:
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