Difference between revisions of "User/Digit Ditko/experience hud basic script"

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(Created page with "{{TOCright}} == HUD Experience Detection == If you need a HUD that will activate and inactivate itself as an avatar moves about Second Life© then this example shows the...")
 
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== HUD Experience Detection  ==
== HUD Experience Detection  ==
If you need a HUD that will activate and inactivate itself as an avatar moves about Second Life© then this example shows the minimum necessary to do that.   
If you need a HUD that will activate and inactivate itself as an avatar moves about Second Life™ then this example shows the minimum necessary to do that.   
 
 


<source lang="lsl2">
<source lang="lsl2">

Revision as of 20:52, 12 September 2015

HUD Experience Detection

If you need a HUD that will activate and inactivate itself as an avatar moves about Second Life™ then this example shows the minimum necessary to do that.


// the color of the HUD for the active mode
vector ACTIVE_COLOR = <0.0, 1.0, 0.0>;

// the color of the HUD in inactive mode
vector INACTIVE_COLOR = <1.0, 0.0, 0.0>;


// simple function to change the HUD color. 
setColor (vector inColor)
{
    llSetLinkPrimitiveParamsFast (
        LINK_SET, [PRIM_COLOR, ALL_SIDES, inColor, 1.0]); 
}



// -----------------------------------------------------------------------------
// Default state
// The default state is the logical "inactive" state of the HUD.  
 
default
{
    state_entry ()
    {
        // for the initial setup of the HUD, just set the color to inactive.  
        setColor (INACTIVE_COLOR);  
        
        // after the setup is complete , determing is the HUD should go 
        // to the active state.  If the script is NOT compiled to use an 
        // experience, then the agent in experience API call will return false.   
        if (llAgentInExperience (llGetOwner ()))
        {
            state active;
        }  
    }
    
    
    attach (key inAvatar)
    {
        // if the HUD is beinf attached, check if the agent is in the experience
        // and swich to the active state. 
        if (inAvatar)
        { 
            if (llAgentInExperience (inAvatar))
            {
                state active;
            }  
        } 
    }
    
    changed (integer inMask)
    {   
        // if the owner changes or if the avatar goes to a different 
        // region, chesk it the avatar is in the experience again and 
        // change to the active state if neeed.
        if (inMask & (CHANGED_REGION | CHANGED_OWNER))
        {
            key av = llGetOwner ();
            if (llAgentInExperience (av))
            {
                state active;
            }
        }      
    }
}


// --------------------------------------------------------------------------
// in the "active" state the HUD should have all standard functions.
// All this demo script does is turn the HUD to the active color.

state active
{
    state_entry ()
    {
        // set the HUD color to active.  
        // This would usually be more elabotrate in a real script
        setColor (ACTIVE_COLOR); 
    }
    
    
    on_rez (integer inParam)
    {
        // When the object is trezzed, the state of the HUD is unknown. 
        // Just change to the default state to run through the initialization 
        // logic as needed.
        state default;   
    }
    

    attach (key inAvatar)
    {
        // when attached, check if the agent is in the experience and 
        // change to the default inactive state ias needed.
        if (inAvatar)
        { 
            if (! llAgentInExperience (inAvatar))
            {
                state default;
            }  
        } 
    }
    
    changed (integer inMask)
    {   
        // need to go through initialization logic if the owner changes or if 
        // the avatar goes to a different region.  NOTE: This does not detect
        // individual parcel changes.    
        if (inMask & (CHANGED_REGION | CHANGED_OWNER))
        {
            key av = llGetOwner ();
            if (! llAgentInExperience (av))
            {
                state default;
            }
        }      
    }
}