Animation:LuaExamples
LUS Script Examples
How to use
FIXME
- Indicates a section of code you will need to tweak to suit your own unit / modelTODO
- Indicates an optional section of code is missing that you may wish to pad out e.g. with an animation
Script Scaffolds
Air Transport
<syntaxhighlight lang="lua"> -- FIXME: This should be whatever piece name you want to attach to in your model local attachPiece = piece "attach"
-- called for each unit loaded, returns the attaching piece function script.QueryTransport(passengerID)
return attachPiece
end
-- called for each unit loaded to animate the load process function script.BeginTransport(passengerID)
-- TODO: any loading animations here
end
--how this is called depends on https://springrts.com/wiki/Gamedev:UnitDefs#transportUnloadMethod -- 0 (Default) called once on the last unit dropped -- 1 called for each unit dropped in mid-air -- 2 called for the last unit dropped function script.EndTransport(passengerID)
-- TODO: relevant end of transport sequence animations
end
-- Only called if transportUnloadMethod = 2
function script.TransportDrop(passengerID, x,y,z)
-- TODO: animation to unload each individual passenger on the ground
end </syntaxhighlight>
Builder
<syntaxhighlight lang="lua"> 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 </syntaxhighlight>
Factory
<syntaxhighlight lang="lua"> 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.YARD_OPEN, open) SetUnitValue(COB.BUGGER_OFF, open) SetUnitValue(COB.INBUILDSTANCE, 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 </syntaxhighlight>
Wind Generator
<syntaxhighlight lang="lua"> -- 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 </syntaxhighlight>