EventListclass | eventList.t[149], eventListItem.t[301] |
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The script is driven by a list of values; each value represents one step of the script. Each value can be a single-quoted string, in which case the string is simply displayed; a function pointer, in which case the function is invoked without arguments; another Script object, in which case the object's doScript() method is invoked; a property pointer, in which case the property of 'self' (the EventList object) is invoked with no arguments; or nil, in which case nothing happens.
This base type of event list runs through the list once, in order, and then simply stops doing anything once we pass the last event.
class
EventList : Script
EventList
Script
object
EventList
CyclicEventList
ExternalEventList
RandomEventList
ShuffledEventList
StopEventList
SyncEventList
curScriptState
eventList
eventListLen
resetEachCycle
addItem
advanceState
construct
doScript
doScriptEvent
resetList
scriptDone
Inherited from Script
:
getScriptState
curScriptState OVERRIDDEN | eventList.t[166] |
eventList | eventList.t[153] |
eventListLen | eventList.t[156] |
resetEachCycle | eventListItem.t[327] |
addItem (item, prop) | eventListItem.t[333] |
advanceState ( ) | eventList.t[159] |
construct (lst) | eventList.t[150] |
doScript ( ) OVERRIDDEN | eventList.t[169] |
doScriptEvent (evt) | eventList.t[192] |
resetList ( ) | eventListItem.t[308] |
scriptDone ( ) | eventList.t[235] |
Some scripts might want to override this. For example, a script could be driven entirely by some external timing; the state of a script could vary once per turn, for example, or could change each time an actor pushes a button. In these cases, invoking the script wouldn't affect the state of the event list, so the subclass would override scriptDone() so that it does nothing at all.