Endstar LUA API Documentation
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Context Class Reference

Every object in the world that has a script has a context. This includes players, NPCs, props, etc. A context is the generic reference to an object. Static props, and terrain, do not have a script or a context. Every event passes along a context and every receiver takes a context. This allows you to know who causes the chain of events. If a player pulls a lever, they are the context. If that lever is wired to a door, who opened the door? The player! This chain of events allows the door script to perform additional logic, like giving that player a coin for opening it, when otherwise, it wouldn't know what caused it to open. More...

Public Member Functions

bool IsNpc ()
 Quick checker for is this context representing an NPC?
 
bool IsPlayer ()
 Quick check for is this context representing a player?
 
void SetFloat (string name, float value)
 Sets a float on this object's blackboard. Any script can set or retrieve info from a context's blackboard. Values are saved between levels.
 
float GetFloat (string name)
 Gets a named int saved on this context's blackboard.
 
void SetInt (string name, int value)
 Sets a int on this object's blackboard. Any script can set or retrieve info from a context's blackboard. Values are saved between levels.
 
int GetInt (string name)
 Gets a named int saved on this context's blackboard.
 
void SetBool (string name, bool value)
 Sets a boolean on this object's blackboard. Any script can set or retrieve info from a context's blackboard. Values are saved between levels.
 
bool GetBool (string name)
 Gets a named boolean saved on this context's blackboard.
 
void SetString (string name, string value)
 Sets a string on this object's blackboard. Any script can set or retrieve info from a context's blackboard. Values are saved between levels.
 
string GetString (string name)
 Gets a named boolean saved on this context's blackboard.
 
bool HasMember (string name)
 Does this context have a saved value of any type with the given name?
 
object TryGetComponent (string componentName)
 One of the most important methods! This allows you to access any component on an object who's context you have After attempting to retrieve a component be sure to check that it is not nil (It will be nil if the context does not have the requested component) Example Usage: context.TryGetComponent(Component.Player)
 

Properties

Context LevelContext [get]
 
Context GameContext [get]
 
Context LastContext [get]
 

Detailed Description

Every object in the world that has a script has a context. This includes players, NPCs, props, etc. A context is the generic reference to an object. Static props, and terrain, do not have a script or a context. Every event passes along a context and every receiver takes a context. This allows you to know who causes the chain of events. If a player pulls a lever, they are the context. If that lever is wired to a door, who opened the door? The player! This chain of events allows the door script to perform additional logic, like giving that player a coin for opening it, when otherwise, it wouldn't know what caused it to open.

Member Function Documentation

◆ GetBool()

bool GetBool ( string name)

Gets a named boolean saved on this context's blackboard.

Parameters
name
Returns
Defaults to false if not found

◆ GetFloat()

float GetFloat ( string name)

Gets a named int saved on this context's blackboard.

Parameters
name
Returns
Defaults to 0 if not found

◆ GetInt()

int GetInt ( string name)

Gets a named int saved on this context's blackboard.

Parameters
name
Returns
Defaults to 0 if not found

◆ GetString()

string GetString ( string name)

Gets a named boolean saved on this context's blackboard.

Parameters
name
Returns
Defaults to an empty string if not found

◆ HasMember()

bool HasMember ( string name)

Does this context have a saved value of any type with the given name?

Parameters
nameThe name of the variable you are checking for
Returns

◆ IsNpc()

bool IsNpc ( )

Quick checker for is this context representing an NPC?

Returns

◆ IsPlayer()

bool IsPlayer ( )

Quick check for is this context representing a player?

Returns

◆ SetBool()

void SetBool ( string name,
bool value )

Sets a boolean on this object's blackboard. Any script can set or retrieve info from a context's blackboard. Values are saved between levels.

Parameters
nameThe name of the value you're setting. You must use the exact name to access this value later.
valueThe value to save

◆ SetFloat()

void SetFloat ( string name,
float value )

Sets a float on this object's blackboard. Any script can set or retrieve info from a context's blackboard. Values are saved between levels.

Parameters
nameThe name of the value you're setting. You must use the exact name to access this value later.
valueThe value to save

◆ SetInt()

void SetInt ( string name,
int value )

Sets a int on this object's blackboard. Any script can set or retrieve info from a context's blackboard. Values are saved between levels.

Parameters
nameThe name of the value you're setting. You must use the exact name to access this value later.
valueThe value to save

◆ SetString()

void SetString ( string name,
string value )

Sets a string on this object's blackboard. Any script can set or retrieve info from a context's blackboard. Values are saved between levels.

Parameters
nameThe name of the value you're setting. You must use the exact name to access this value later.
valueThe value to save

◆ TryGetComponent()

object TryGetComponent ( string componentName)

One of the most important methods! This allows you to access any component on an object who's context you have After attempting to retrieve a component be sure to check that it is not nil (It will be nil if the context does not have the requested component) Example Usage: context.TryGetComponent(Component.Player)

Parameters
componentName
Returns
nil if the component is not present

Property Documentation

◆ GameContext

Context GameContext
get

◆ LastContext

Context LastContext
get

◆ LevelContext

Context LevelContext
get