Difference between revisions of "State"

From Second Life Wiki
Jump to navigation Jump to search
Line 26: Line 26:
}}{{#vardefine:examples|
}}{{#vardefine:examples|
<pre>
<pre>
default
{
    touch_start(integer a)
    {
        state hello;
    }
}
state hello
state hello
{
{
Line 36: Line 44:
     {
     {
         llOwnerSay("Goodbye");
         llOwnerSay("Goodbye");
    }
}
default
{
    touch_start(integer a)
    {
        state hello;
     }
     }
}
}

Revision as of 21:57, 2 March 2007

The correct title of this article is state. The initial letter is shown capitalized due to technical restrictions.

state target;

state target;
• label target name of a state to run

When encountered at runtime, if the old state and the new state are different states:

  1. Trigger state_exit in the current state (if it exists) and clear the event queue.
  2. Change state to target, any listens are unregistered.
  3. Trigger state_entry in the new state if it exists.

If target is the current state a state change does not happen nor does any of it's effects.

state target{ events }

• label target state name
• event events one or more events

State definition.

Caveats

  • On state change all listens are released.

Examples

default
{
    touch_start(integer a)
    {
        state hello;
    }
}

state hello
{
    state_entry()
    {
        llOwnerSay("Hello");
        state default;
    }
    state_exit()
    {
        llOwnerSay("Goodbye");
    }
}

See Also

Keywords

•  jump
•  return

Events

•  state_entry
•  state_exit