Scriptname default2StateActivator extends ObjectReference Conditional {for any activator with standard open/close states} import debug import utility bool property isOpen = false auto conditional {set to true to start open} bool property doOnce = false auto {set to true to open/close on first activation only} bool property isAnimating = false auto Hidden Conditional {is the activator currently animating from one state to another?} string property openAnim = "open" auto {animation to play when opening} string property closeAnim = "close" auto {animation to play when closing} string property openEvent = "opening" auto {open event name - waits for this event before considering itself "open"} string property closeEvent = "closing" auto {close event name - waits for this event before considering itself "closed"} string property startOpenAnim = "opened" auto {OnLoad calls this if the object starts in the open state} bool property bAllowInterrupt = FALSE auto {Allow interrupts while animation? Default: FALSE} bool property zInvertCollision = FALSE auto {Typically this will be False (DEFAULT). The References LinkRef'd Chained with the TwoStateCollisionKeyword will typically be Enabled onOpen, and Disabled on Close. If you want that functionality inverted set this to TRUE} int property myState = 1 auto hidden keyword property TwoStateCollisionKeyword auto ; true when static or animating ; 0 == open or opening ; 1 == closed or closing ;----------------------------------------------------------- ; Added by USLEEP 3.0.9 for Bug #21999 ;----------------------------------------------------------- bool property USLEEP_IsOpenByDefault = false auto {Default: FALSE. Set to TRUE only if the editor-placed object is open.} bool USLEEP_HasAlreadyLoaded = false ;Tracking bool ;----------------------------------------------------------- EVENT OnLoad() ;USLEEP 3.0.9 Bug #21999: added a check for the tracking bool: ;This function should only run on first load and after a reset. if USLEEP_HasAlreadyLoaded == false SetDefaultState() ;USLEEP 3.0.9 Bug #21999: set tracking bool to 'true' to prevent this function from being called again on reload: USLEEP_HasAlreadyLoaded = true endif endEVENT Event OnReset() ;USLEEP 3.0.9 Bug #21999: removed the following line, since the OnLoad event will call this function anyway ;SetDefaultState() EndEvent ;This has to be handled as a function, since OnLoad and OnReset can fire in either order, and we can't handle competing animation calls. Function SetDefaultState() if (isOpen) ;USLEEP 3.0.9 Bug #21999: added this check to prevent the 'open' animation from being called on references that are open already: if USLEEP_IsOpenByDefault == false playAnimationandWait(startOpenAnim, openEvent) endif if (zInvertCollision == FALSE) ;trace(self + " Disabling Collision") DisableLinkChain(TwoStateCollisionKeyword) else ;trace(self + " Enabling Collision") EnableLinkChain(TwoStateCollisionKeyword) endif myState = 0 Else ;USLEEP 3.0.9 Bug #21999: added this check to prevent the 'close' animation from being called on references that are closed already: if USLEEP_IsOpenByDefault playAnimationandWait(closeAnim, closeEvent) endif if (zInvertCollision == FALSE) ;trace(self + " Enabling Collision") EnableLinkChain(TwoStateCollisionKeyword) else ;trace(self + " Disabling Collision") DisableLinkChain(TwoStateCollisionKeyword) endif myState = 1 EndIf EndFunction auto STATE waiting ; waiting to be activated EVENT onActivate (objectReference triggerRef) ; Debug.Trace("d2SA RESETS: " + Self + " " + isOpen) ; switch open state when activated SetOpen(!isOpen) if (doOnce) gotostate("done") endif endEVENT endState STATE busy ; This is the state when I'm busy animating EVENT onActivate (objectReference triggerRef) if bAllowInterrupt == TRUE ; send the activation\ SetOpen(!isOpen) else ; block activation ;trace (self + " Busy") endif endEVENT endSTATE STATE done EVENT onActivate (objectReference triggerRef) ;Do nothing endEVENT endSTATE function SetOpen(bool abOpen = true) ; if busy, wait to finish while getState() == "busy" wait(1) endWhile ; open/close if necessary isAnimating = true if abOpen && !isOpen gotoState ("busy") ;trace(self + " Opening") if bAllowInterrupt == TRUE || !Is3DLoaded() playAnimation(openAnim) ; Animate Open else playAnimationandWait(openAnim, openEvent) ; Animate Open endif ;trace(self + " Opened") if (zInvertCollision == FALSE) ;trace(self + " Disabling Collision") DisableLinkChain(TwoStateCollisionKeyword) else ;trace(self + " Enabling Collision") EnableLinkChain(TwoStateCollisionKeyword) endif isOpen = true gotoState("waiting") elseif !abOpen && isOpen gotoState ("busy") ;trace(self + " Closing") if bAllowInterrupt == TRUE || !Is3DLoaded() playAnimation(closeAnim) else playAnimationandWait(closeAnim, closeEvent) ; Animate Closed endif ;trace(self + " Closed") if (zInvertCollision == FALSE) ;trace(self + " Enabling Collision") EnableLinkChain(TwoStateCollisionKeyword) else ;trace(self + " Disabling Collision") DisableLinkChain(TwoStateCollisionKeyword) endif isOpen = false gotoState("waiting") endif isAnimating = false endFunction