SetStateCommand

Extends: ESCBaseCommand

Description

set_state(object: String, state: String[, immediate: Boolean])

Changes the state of object to the one specified. This command is primarily used to play animations. If the specified object’s associated animation player has an animation with the same name, that animation is also played. When the “state” of the object is set - for example, a door may be set to a “closed” state - this plays the matching “close” animation if one exists (to show the door closing in the game). When you re-enter the room (via a different entry), or restore a saved game, the state of the door object will be restored - showing the door as a closed door.

Parameters

Name

Type

Description

Required?

object

String

Global ID of the object whose state is to be changed

yes

state

String

Name of the state to be set

yes

immediate

Boolean

If an animation for the state exists, specifies whether it is to skip to the last frame. Can be true or false.

no

Methods


configure

func configure() -> ESCCommandArgumentDescriptor

The descriptor of the arguments of this command.

Parameters

None.

Returns

Returns the descriptor of the arguments of this command. The argument descriptor for this command. (ESCCommandArgumentDescriptor)


validate

func validate(arguments: Array) -> Variant

Validates whether the given arguments match the command descriptor.

Parameters

Name

Type

Description

Required?

arguments

Array

The arguments to validate.

yes

Returns

Returns True if the arguments are valid, false otherwise. (bool)


run

func run(command_params: Array) -> int

Runs the command.

Parameters

Name

Type

Description

Required?

command_params

Array

The parameters for the command.

yes

Returns

Returns the execution result code. (int)


interrupt

func interrupt() -> void

Function called when the command is interrupted.

Parameters

None.

Returns

Returns nothing.