Difference between revisions of "State"

From Second Life Wiki
Jump to navigation Jump to search
Line 62: Line 62:
**All [[listen]]s are released.
**All [[listen]]s are released.
**The event queue is cleared
**The event queue is cleared
*The <code>default</code> must be defined before all others.
*The <code>default</code> state must be defined before all others.
}}{{#vardefine:helpers|
}}{{#vardefine:helpers|
}}{{#vardefine:also_header|<h3>Keywords</h3>
}}{{#vardefine:also_header|<h3>Keywords</h3>

Revision as of 21:41, 5 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 a state target; is encountered at runtime, if the current state and the target state are different:

  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 target state if it exists.

If target state is the same as the current state, no state change occurs nor do any of the side effects.

default { events }

• event events one or more events

The default state definition.

|- |

state target { events }

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

target state definition.

Caveats

  • On state change:
    • All listens are released.
    • The event queue is cleared
  • The default state must be defined before all others.

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