State
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- 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 changeoccurs 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