Difference between revisions of "State"
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#Change state to ''target'', any [[listen]]s are unregistered. | #Change state to ''target'', any [[listen]]s are unregistered. | ||
#Trigger [[state_entry]] in the ''target'' state if it exists. | #Trigger [[state_entry]] in the ''target'' state if it exists. | ||
If ''target'' state is the same as the ''current'' state, no state | If ''target'' state is the same as the ''current'' state, no state change occurs nor do any of the effects. | ||
}}{{#vardefine:constants_nb| | }}{{#vardefine:constants_nb| | ||
<div id="box"> | <div id="box"> |
Revision as of 12:20, 3 March 2007
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
- 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:
- Trigger state_exit in the current state if it exists and clear the event queue.
- Change state to target, any listens are unregistered.
- 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 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