SSeat

Index

Functions Index

Properties Index

Functions

SitPlayer

void SitPlayer ()

Make a player sit.

Space.Host.ExecutingObject.Seat.SitPlayer()

UnseatPlayer

void UnseatPlayer ()

Make a player unseat.

Space.Host.ExecutingObject.Seat.UnseatPlayer()

OnStandUp

void OnStandUp (Closure e)

Binds a function to the Seat's On Stand Up event

e = function()
Space.Log("On Stand Up event")
end

Space.Host.ExecutingObject.Seat.OnStandUp(e)

OnSit

void OnSit (Closure e)

Binds a function to the Seat's On Sit event

e = function()
Space.Log("On Sit event")
end

Space.Host.ExecutingObject.Seat.OnSit(e)

OnPlayerStandUp

void OnPlayerStandUp (Closure e)

Binds a function to the Seat's On Player Stand Up event which is fired only on the Player's client

e = function()
Space.Log("On Player Stand Up")
end

Space.Host.ExecutingObject.Seat.OnPlayerStandUp(e)
--the below script will teleport the player above the seat after standing up
--so that they do not go back to original position, but rather be standing next to the seat
--(Example: if the seat moves - such as in a vehicle- and we want to stand up next to it)
--[Requires Seat Component in the GameObject running this script]

thisGameObject = Space.Host.ExecutingObject

OnPlayerStandUp = function()
seatPosition = thisGameObject.WorldPosition
teleportPosition = Vector.New(seatPosition.X, seatPosition.Y + 1, seatPosition.Z)
Space.Scene.PlayerAvatar.Teleport(teleportPosition)
end

thisGameObject.Seat.OnPlayerStandUp(OnPlayerStandUp)

OnPlayerSit

void OnPlayerSit (Closure e)

Binds a function to the Seat's On Player Sit event which is fired only on the Player's client

e = function()
Space.Log("On Player Sit event")
end

Space.Host.ExecutingObject.Seat.OnPlayerSit(e)
--the below script will check if the player sitting is the owner of the seat
--if they are not, we will remove them from the seat
--(Example: if the seat is a vehicle which the owner wants no one else to use)
--[Requires Seat Component in the GameObject running this script]
--<Note: ID match may not succeed in Editor but will succeed in SS client>

thisGameObject = Space.Host.ExecutingObject

OnPlayerSit = function()
  if Space.Scene.PlayerAvatar.ID ~= thisGameObject.Owner then
    thisGameObject.Seat.UnseatPlayer()
    Space.Log("You do not have permission to sit in this vehicle")
  end
  
end

thisGameObject.Seat.OnPlayerSit(OnPlayerSit)

Properties

Enabled

bool Enabled get set

Whether the seat component is enabled.

= seatIsEnabled = Space.Host.ExecutingObject.Seat.Enabled
--clicking this object will Enable/Disable it's Seat component
thisGameObject = Space.Host.ExecutingObject
component = thisGameObject.Seat

OnClick = function()
component.Enabled =  not component.Enabled
end


thisGameObject.AddClickable()
thisGameObject.Clickable.OnClick(OnClick)

InUse

bool InUse get

Return that whether the seat is in use.

seatIsInUse = Space.Host.ExecutingObject.Seat.InUse
 --this script will play a looping sound only if someone is using the seat
 --and will stop the sound if someone is not
--(Example: carnival game )
--[Object must contain a Seat component and AudioSource component]

thisGameObject = Space.Host.ExecutingObject


OnUpdate = function()
  if thisGameObject.Seat.InUse then
        if not thisGameObject.Audio.IsPlaying then
        thisGameObject.Audio.Play()
        end
  else
       if thisGameObject.Audio.IsPlaying then
        thisGameObject.Audio.Stop()
        end
  end
end

thisGameObject.Audio.Loop = true
thisGameObject.SubscribeToEvents()
thisGameObject.OnUpdate(OnUpdate) 

PlayerSeated

long PlayerSeated get

Return the ID of the seating player.

player = Space.Host.ExecutingObject.Seat.PlayerSeated

UseSlotID

bool UseSlotID get set

Return true if uses SlotID

Space.Host.ExecutingObject.Seat.UseSlotID = false

SlotID

string SlotID get set

Return the slot ID of the seat.

seatSlotID = Space.Host.ExecutingObject.Seat.SlotID

ClickableCollider

SCollider ClickableCollider get set

Return the clickable collider.

seatClickableCollider = Space.Host.ExecutingObject.Seat.ClickableCollider

Animation

SResource Animation get set

Return the animation clip.

Space.Host.ExecutingObject.Seat.Animation = Space.GetResource("ResourceName")
--the below script will toggle between two seat animations every 30 seconds
--(Example: a couch where the player sitting periodically changes pose)
--[Requires Seat Component in the GameObject running this script]
--[Requires adding 2 animations as "Resources" at the bottom of the Scripting Runtime Component]

thisGameObject = Space.Host.ExecutingObject

anim1 = Space.GetResource("anim1")
anim2 = Space.GetResource("anim2")

thisGameObject.Seat.Animation = anim1
animIndex = 1


AnimationAlternate = function()
  while true do
    Space.Log(thisGameObject.Seat.Animation)
       if animIndex == 1 then
         thisGameObject.Seat.Animation = anim2
         animIndex = 2
        else
          thisGameObject.Seat.Animation = anim1
          animIndex = 1
        end
    
    
    -- next part unseats then seats the player to reflect animation change (its too fast to notice)
    -- we also make sure we are running this part on the specific player sitting (if any), not everyone else
   if thisGameObject.Seat.InUse then 
      if thisGameObject.Seat.PlayerSeated == Space.Scene.PlayerAvatar.ID then
       thisGameObject.Seat.UnseatPlayer()
       thisGameObject.Seat.SitPlayer()
      end
    end
        
     
    Space.Log("yielding") 
    coroutine.yield(5)
    
  end
  
  
  
end

Space.Host.StartCoroutine(AnimationAlternate)

AnimationMale

SResource AnimationMale get set

No Description

Space.Host.ExecutingObject.Seat.AnimationMale = Space.GetResource("ResourceName")

AnimationFemale

SResource AnimationFemale get set

No Description

Space.Host.ExecutingObject.Seat.AnimationFemale = Space.GetResource("ResourceName")

GameObject

SGameObject GameObject get

Property Description

theGameObject = Space.Host.ExecutingObject.Seat.GameObject

Last updated

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