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OpenMW/docs/source/reference/lua-scripting/engine_handlers.rst
2021-08-10 19:00:52 +03:00

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Engine handlers reference
=========================
Engine handler is a function defined by a script, that can be called by the engine.
+---------------------------------------------------------------------------------------------------------+
| **Can be defined by any script** |
+----------------------------------+----------------------------------------------------------------------+
| onUpdate(dt) | | Called every frame if game not paused. `dt` is the time |
| | | from the last update in seconds. |
+----------------------------------+----------------------------------------------------------------------+
| onSave() -> data | | Called when the game is saving. May be called in inactive |
| | | state, so it shouldn't use `openmw.nearby`. |
+----------------------------------+----------------------------------------------------------------------+
| onLoad(data) | | Called on loading with the data previosly returned by |
| | | onSave. During loading the object is always inactive. |
+----------------------------------+----------------------------------------------------------------------+
| **Only for global scripts** |
+----------------------------------+----------------------------------------------------------------------+
| onNewGame() | New game is started |
+----------------------------------+----------------------------------------------------------------------+
| onPlayerAdded(player) | Player added to the game world. The argument is a `Game object`. |
+----------------------------------+----------------------------------------------------------------------+
| onActorActive(actor) | Actor (NPC or Creature) becomes active. |
+----------------------------------+----------------------------------------------------------------------+
| **Only for local scripts** |
+----------------------------------+----------------------------------------------------------------------+
| onActive() | | Called when the object becomes active (either a player |
| | | came to this cell again, or a save was loaded). |
+----------------------------------+----------------------------------------------------------------------+
| onInactive() | | Object became inactive. Since it is inactive the handler |
| | | can not access anything nearby, but it is possible to send |
| | | an event to global scripts. |
+----------------------------------+----------------------------------------------------------------------+
| onConsume(recordId) | | Called if `recordId` (e.g. a potion) is consumed. |
+----------------------------------+----------------------------------------------------------------------+
| **Only for local scripts attached to a player** |
+----------------------------------+----------------------------------------------------------------------+
| onKeyPress(key) | | `Key <openmw_input.html##(KeyboardEvent)>`_ is pressed. |
| | | Usage example: ``if key.symbol == 'z' and key.withShift then ...`` |
+----------------------------------+----------------------------------------------------------------------+
| onKeyRelease(key) | | `Key <openmw_input.html##(KeyboardEvent)>`_ is released. |
| | | Usage example: ``if key.symbol == 'z' and key.withShift then ...`` |
+----------------------------------+----------------------------------------------------------------------+
| onControllerButtonPress(id) | | A `button <openmw_input.html##(CONTROLLER_BUTTON)>`_ on a game |
| | controller is pressed. Usage example: |
| | | ``if id == input.CONTROLLER_BUTTON.LeftStick then ...`` |
+----------------------------------+----------------------------------------------------------------------+
| onControllerButtonRelease(id) | | A `button <openmw_input.html##(CONTROLLER_BUTTON)>`_ on a game |
| | controller is released. Usage example: |
| | | ``if id == input.CONTROLLER_BUTTON.LeftStick then ...`` |
+----------------------------------+----------------------------------------------------------------------+
| onInputAction(id) | | `Game control <openmw_input.html##(ACTION)>`_ is pressed. |
| | | Usage example: ``if id == input.ACTION.ToggleWeapon then ...`` |
+----------------------------------+----------------------------------------------------------------------+