require('State') require('o_onEvent') require('o_mis') --/////////////////////////////////////////////////////////////////////////////////////// --// OUTHOUSE -- Script --/////////////////////////////////////////////////////////////////////////////////////// function onStartup(self) self:SetVar("OutHouseState", 1) --- 1 hole -- 2 broken -- 3 Build Complted self:UseStateMachine{} self:SetName { name = "OutHouse" } -- Rotate an object by a given number of degrees HouseDead = State.create() HouseDead.onEnter = function(self) self:KillObj{ targetID = self } end -- ////////////////////////////////////////////////////////////////////////////////// -- Idle State -- ////////////////////////////////////////////////////////////////////////////////// ParentIdle = State.create() ParentIdle.onEnter = function(self) if self:GetVar("OutHouseState") == 1 then GAMEOBJ:GetTimer():AddTimerWithCancel( 3, "BreakOuthouse",self ) end end ParentIdle.onArrived = function(self) end -- ////////////////////////////////////////////////////////////////////////////////// -- Load Childern State -- ////////////////////////////////////////////////////////////////////////////////// LoadChildren = State.create() LoadChildren.onEnter = function(self) end LoadChildren.onArrived = function(self) end -------------------------------------------------------------------------------------- addState(HouseDead, "HouseDead", "HouseDead", self) addState(ParentIdle, "ParentIdle", "ParentIdle", self) addState(LoadChildren,"LoadChildren","LoadChildren",self) beginStateMachine("ParentIdle", self) ParentIdle.onEnter(self) end