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scriptName NorPortcullisSCRIPT extends ObjectReference
import debug
import utility
bool isOpen = false ;Is the portcullis already open
bool property isOpening
{
True if the door is currently in the process of opening
}
bool Function Get()
if ( (GetState() == "busy") && (!isOpen) )
return true
else
return false
endif
endFunction
EndProperty
bool property isClosing
{
True if the door is currently in the process of opening
}
bool Function Get()
if ( (GetState() == "busy") && (isOpen) )
return true
else
return false
endif
endFunction
EndProperty
bool property isAlreadyOpen ;Set "isOpen" to same as property "isAlreadyOpen"
{
True = Portcullis is already open
False = Portcullis is closed (default)
}
bool Function Get ()
return isOpen
endFunction
Function Set(bool value)
isOpen = value
endFunction
endProperty
EVENT OnLoad()
SetDefaultState()
endEVENT
Event OnReset()
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 == false)
playAnimation("close") ; Animate Closed
gotostate ("upPosition") ;Portcullis Start Closed
else
playAnimation("open") ;Portcullis Starts Opened
gotostate ("downPosition")
endif
EndFunction
STATE upPosition ; This is the state I'm in when open and at rest
EVENT onActivate (objectReference triggerRef)
gotoState ("busy")
;trace("Portcullis Opening")
playAnimationandWait("open","opening") ; Animate Open
;trace("Portcullis Opened")
isOpen = true
gotoState("downPosition")
endEVENT
endState
STATE downPosition ; This is the state I'm in when i'm closed and at rest
EVENT onActivate (objectReference triggerRef)
gotoState ("busy")
;trace("Portcullis Closing")
playAnimationandWait("close","closing") ; Animate Closed
;trace("Portcullis Closed")
isOpen = false
gotoState("upPosition")
endEVENT
endState
STATE busy
; This is the state when I'm busy animating
EVENT onActivate (objectReference triggerRef)
;trace ("Portcullis Busy")
endEVENT
endSTATE