My Project
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the game object will keep a list of script call backs. More...
#include <IObjectScriptingInterface.h>
Public Member Functions | |
ScriptCallback (int type, const std::string &script) | |
void | SetScriptFunc (const std::string &script) |
set the script function | |
const std::string & | GetCode () |
const std::string & | GetFileName () |
const std::string & | GetScriptFunc () |
unsigned int | GetLastTick () const |
void | SetLastTick (unsigned int nTick) |
int | ActivateAsync (const std::string &code) |
activate the script callback with the given code. More... | |
int | ActivateLocalNow (const std::string &script) |
activate the script callback locally now. More... | |
Public Attributes | |
int | func_type |
function type | |
std::string | script_func |
the NPL file and function to be activated. More... | |
std::string | m_sFilename |
std::string | m_sCode |
unsigned int | m_nLastTick |
last time this function is called. | |
the game object will keep a list of script call backs.
int ParaEngine::IObjectScriptingInterface::ScriptCallback::ActivateAsync | ( | const std::string & | code | ) |
activate the script callback with the given code.
int ParaEngine::IObjectScriptingInterface::ScriptCallback::ActivateLocalNow | ( | const std::string & | script | ) |
activate the script callback locally now.
when function returns, the script has returned.
std::string ParaEngine::IObjectScriptingInterface::ScriptCallback::script_func |
the NPL file and function to be activated.
Its format is similar to GUI events. e.g. "(gl)script/NPC1.lua;NPC1.On_Click();"