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
Parameter
Type
Description
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
Parameter
Type
Description
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
Parameter
Type
Description
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)
--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 PlayerSeatedget
Return the ID of the seating player.
player = Space.Host.ExecutingObject.Seat.PlayerSeated
--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)