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@@ -1255,6 +1255,20 @@ Controls a network of short range air/missile defense groups.</p>
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</div>
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<div class="w3-container w3-padding w3-white picturebox" style="word-break:break-word;"><p>
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<p><strong>Utils</strong> - Lua Profiler.</p>
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</p></div>
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</div>
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</div>
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<div class="w3-col s12 m6 l4">
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<div class="w3-card-4 w3-white w3-margin-16">
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<div class="w3-display-container w3-text-white w3-text-shadow">
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<img src= "../Images/MOOSE.JPG" alt="Image">
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<div class="w3-display-bottommiddle" style="word-break:break-word;"><h2><strong><a href="Utilities.Templates.html">Utilities.Templates</a></strong></h2></div>
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</div>
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<div class="w3-container w3-padding w3-white picturebox" style="word-break:break-word;"><p>
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<p><strong>Utils</strong> Templates</p>
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<p>DCS unit templates</p>
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</p></div>
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</div>
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</div>
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@@ -1442,9 +1456,9 @@ In this way, the subscribed MOOSE objects are kept in sync with your evolving ru
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<p><img src="..\Presentations\EVENT\Dia4.JPG" alt="Objects"/></p>
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<p>The _EVENTDISPATCHER object is automatically created within MOOSE,
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and handles the dispatching of DCS Events occurring
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in the simulator to the subscribed objects
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<p>The _EVENTDISPATCHER object is automatically created within MOOSE,
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and handles the dispatching of DCS Events occurring
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in the simulator to the subscribed objects
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in the correct processing order.</p>
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<p><img src="..\Presentations\EVENT\Dia5.JPG" alt="Objects"/></p>
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@@ -1476,7 +1490,7 @@ The _EVENTDISPATCHER is a component that is quietly working in the background of
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<p><img src="..\Presentations\EVENT\Dia9.JPG" alt="Objects"/></p>
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<p>The BASE class provides methods to catch DCS Events. These are events that are triggered from within the DCS simulator,
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<p>The BASE class provides methods to catch DCS Events. These are events that are triggered from within the DCS simulator,
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and handled through lua scripting. MOOSE provides an encapsulation to handle these events more efficiently.</p>
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<h2>2.1. Subscribe to / Unsubscribe from DCS Events.</h2>
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@@ -1494,7 +1508,7 @@ There are two functions which you use to subscribe to or unsubscribe from an eve
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Note that for a GROUP, the event will be handled <strong>for all the UNITs in that GROUP only</strong>!</p>
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<p>For all objects of other classes, the subscribed events will be handled for <strong>all UNITs within the Mission</strong>!
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So if a UNIT within the mission has the subscribed event for that object,
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So if a UNIT within the mission has the subscribed event for that object,
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then the object event handler will receive the event for that UNIT!</p>
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<h2>2.2 Event Handling of DCS Events</h2>
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@@ -1503,7 +1517,7 @@ then the object event handler will receive the event for that UNIT!</p>
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when the DCS event occurs. The Event Handling method receives an <a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> structure, which contains a lot of information
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about the event that occurred.</p>
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<p>Find below an example of the prototype how to write an event handling function for two units: </p>
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<p>Find below an example of the prototype how to write an event handling function for two units:</p>
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<pre><code> local Tank1 = UNIT:FindByName( "Tank A" )
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local Tank2 = UNIT:FindByName( "Tank B" )
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@@ -1513,7 +1527,7 @@ about the event that occurred.</p>
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Tank2:HandleEvent( EVENTS.Dead )
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--- This function is an Event Handling function that will be called when Tank1 is Dead.
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-- @param Wrapper.Unit#UNIT self
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-- @param Wrapper.Unit#UNIT self
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-- @param Core.Event#EVENTDATA EventData
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function Tank1:OnEventDead( EventData )
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@@ -1521,7 +1535,7 @@ about the event that occurred.</p>
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end
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--- This function is an Event Handling function that will be called when Tank2 is Dead.
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-- @param Wrapper.Unit#UNIT self
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-- @param Wrapper.Unit#UNIT self
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-- @param Core.Event#EVENTDATA EventData
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function Tank2:OnEventDead( EventData )
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@@ -1538,12 +1552,12 @@ Always ensure that your event handling methods align with the events being subsc
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<h1>3. EVENTS type</h1>
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<p>The EVENTS structure contains names for all the different DCS events that objects can subscribe to using the
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<p>The EVENTS structure contains names for all the different DCS events that objects can subscribe to using the
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<a href="Core.Base.html##(BASE).HandleEvent">Core.Base#BASE.HandleEvent</a>() method.</p>
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<h1>4. EVENTDATA type</h1>
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<p>The <a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> structure contains all the fields that are populated with event information before
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<p>The <a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> structure contains all the fields that are populated with event information before
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an Event Handler method is being called by the event dispatcher.
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The Event Handler received the EVENTDATA object as a parameter, and can be used to investigate further the different events.
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There are basically 4 main categories of information stored in the EVENTDATA structure:</p>
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@@ -1557,7 +1571,7 @@ There are basically 4 main categories of information stored in the EVENTDATA str
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<p> --- This function is an Event Handling function that will be called when Tank1 is Dead.
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-- EventData is an EVENTDATA structure.
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-- We use the EventData.IniUnit to smoke the tank Green.
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-- @param Wrapper.Unit#UNIT self
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-- @param Wrapper.Unit#UNIT self
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-- @param Core.Event#EVENTDATA EventData
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function Tank1:OnEventDead( EventData )</p>
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@@ -1570,7 +1584,7 @@ There are basically 4 main categories of information stored in the EVENTDATA str
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<p><img src="..\Presentations\EVENT\Dia14.JPG" alt="Objects"/></p>
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<p><strong>IMPORTANT NOTE:</strong> Some events can involve not just UNIT objects, but also STATIC objects!!!
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<p><strong>IMPORTANT NOTE:</strong> Some events can involve not just UNIT objects, but also STATIC objects!!!
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In that case the initiator or target unit fields will refer to a STATIC object!
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In case a STATIC object is involved, the documentation indicates which fields will and won't not be populated.
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The fields <strong>IniObjectCategory</strong> and <strong>TgtObjectCategory</strong> contain the indicator which <strong>kind of object is involved</strong> in the event.
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@@ -1582,7 +1596,7 @@ Example code snippet:</p>
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end
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if Event.IniObjectCategory == Object.Category.STATIC then
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...
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end
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end
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</code></pre>
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<p>When a static object is involved in the event, the Group and Player fields won't be populated.</p>
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@@ -8204,10 +8218,10 @@ Note that at the beginning of each field description, there is an indication whi
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<ul>
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<li>A (Object.Category.)STATIC : A STATIC object type is involved in the Event.
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</li>
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<li>A (Object.Category.)STATIC : A STATIC object type is involved in the Event.</li>
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</ul>
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<div class="fields w3-container w3-theme-l2">
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<h2>Field(s)</h2>
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</div>
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