Difference between revisions of "State"

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When encountered at runtime, if the old state and the new state are different states:
When encountered at runtime, if the old state and the new state are different states:
#Trigger [[state_exit]] in the current state (if it exists) and clear the event queue.
#Trigger [[state_exit]] in the current state (if it exists) and clear the event queue.
#Change state to '''target'''
#Change state to '''target''', any open [[listen]]s are unregistered.
#Trigger [[state_entry]] in the new state if it exists.
#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.
If '''target''' is the current state a state change does not happen nor does any of it's effects.

Revision as of 21:54, 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 open 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

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

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

See Also

Keywords

•  jump
•  return

Events

•  state_entry
•  state_exit