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 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.
- Change state to target
- 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