Animation:LuaExamples

From Spring

LUS Script Examples

How to use

  • FIXME - Indicates a section of code you will need to tweak to suit your own unit / model
  • TODO - Indicates an optional section of code is missing that you may wish to pad out e.g. with an animation

Script Scaffolds

Builder

local nanoPieces = {}
-- FIXME: this example has 2 nano pieces to alternate between
for i = 1, 2 do 
     -- FIXME: the pieces are named nanoPiece1 and nanoPiece2 in the model
    nanoPieces[i] = piece("nanoPiece" .. i)
end
Spring.SetUnitNanoPieces(unitID, nanoPieces)

function script.StartBuilding(heading, pitch)
    -- TODO: This is where you would add your unpack / point towards animation
    SetUnitValue(COB.INBUILDSTANCE, true)
end
function script.StopBuilding()
    -- TODO: This is where you would add your pack-up animation
    SetUnitValue(COB.INBUILDSTANCE, false)
end

Factory

local nanoPieces = {}
-- FIXME: this example has 2 nano pieces to alternate between
for i = 1, 2 do 
     -- FIXME: the pieces are named nanoPiece1 and nanoPiece2 in the model
    nanoPieces[i] = piece("nanoPiece" .. i)
end
Spring.SetUnitNanoPieces(unitID, nanoPieces)

function script.QueryBuildInfo()
    -- FIXME: the pad piece is named buildPad in the model
    return piece("buildPad")
end

local function OpenCloseAnim(open)
    Signal(1) -- Kill any other copies of this thread
    SetSignalMask(1) -- Allow this thread to be killed by fresh copies
    if open then
        -- TODO: This is where you would add your opening up anim
    else
        -- TODO: This is where you would add your closing up anim
    end
    SetUnitValue(COB.INBUILDSTANCE, open)
    SetUnitValue(COB.BUGGER_OFF, open)
end

-- Called when factory yard opens
function script.Activate()
    -- OpenCloseAnim must be threaded to call Sleep() or WaitFor functions
    StartThread(OpenCloseAnim, true)
end

-- Called when factory yard closes
function script.Deactivate()
    -- OpenCloseAnim must be threaded to call Sleep() or WaitFor functions
    StartThread(OpenCloseAnim, false)
end

function script.StartBuilding()
    -- TODO: You can run any animation that continues throughout the build process here e.g. spin pad
end

function script.StopBuilding()
    -- TODO: You can run any animation that signifies the end of the build process here
end

Wind Generator

-- FIXME: Assumes model has pieces named 'tower' and 'blades'
local tower, blades = piece("tower", "blades")

function script.WindChanged (number heading, number strength)
  -- Turn the tower to face the wind at 30deg/s
  Turn(tower, y_axis, heading, math.rad(30))
  -- Spin the turbine blades relative to wind strength
  -- FIXME: Here I set rotational speed to half of strength
  Spin(blades, z_axis, strength * 0.5)
end