Module LaserDetectorUnit
Detect the hit of a laser.
Element class: LaserDetectorUnit
Extends: Element > ElementWithState
Functions
| isHit () | Checks if any laser is hitting the detector. | 
| getSignalOut (plug) | Return the value of a signal in the specified OUT plug of the element. | 
| EVENT_laserHit () | Deprecated: Event: A laser has just hit the detector. | 
| EVENT_onHit () | Event: Emitted when a laser hit the detector. | 
| EVENT_laserRelease () | Deprecated: Event: All lasers have stopped hitting the detector. | 
| EVENT_onLoss () | Event: Emitted when all lasers stop hitting the detector. | 
| mockRegisterLaserHit (callback) | Mock only, not in-game: Register a handler for the in-game `laserHit()` event. | 
| mockDoLaserHit () | Mock only, not in-game: Simulates the laser hitting the detector. | 
| mockRegisterLaserRelease (callback) | Mock only, not in-game: Register a handler for the in-game `laserRelease()` event. | 
| mockDoLaserRelease () | Mock only, not in-game: Simulates the laser stopping hitting the detector. | 
| mockGetClosure () | Mock only, not in-game: Bundles the object into a closure so functions can be called with "." instead of ":". | 
Functions
- isHit ()
- 
    Checks if any laser is hitting the detector.
    Returns:- 
           0/1
        1 if a laser is hitting the detector.
    
 
- getSignalOut (plug)
- 
    Return the value of a signal in the specified OUT plug of the element.
Valid plug names are: - "out" for the out signal.
 Parameters:- plug string A valid plug name to query.
 Returns:- 
           0/1
        The plug signal state
    
 
- EVENT_laserHit ()
- 
    Deprecated: Event: A laser has just hit the detector.
Note: This is documentation on an event handler, not a callable method. This event is deprecated: EVENT_onHit should be used instead. See also:
- EVENT_onHit ()
- 
    Event: Emitted when a laser hit the detector.
Note: This is documentation on an event handler, not a callable method. 
- EVENT_laserRelease ()
- 
    Deprecated: Event: All lasers have stopped hitting the detector.
Note: This is documentation on an event handler, not a callable method. This event is deprecated: EVENT_onLoss should be used instead. See also:
- EVENT_onLoss ()
- 
    Event: Emitted when all lasers stop hitting the detector.
Note: This is documentation on an event handler, not a callable method. 
- mockRegisterLaserHit (callback)
- 
    Mock only, not in-game: Register a handler for the in-game `laserHit()` event.
    Parameters:- callback function The function to call when the laser hits.
 Returns:- 
           int
        The index of the callback.
    
 See also:
- mockDoLaserHit ()
- 
    Mock only, not in-game: Simulates the laser hitting the detector.  Calling this while the detector is already
 deactivated is invalid and will have no effect.
Note: currently fires three times when a laser activates it. Release does not. 
- mockRegisterLaserRelease (callback)
- 
    Mock only, not in-game: Register a handler for the in-game `laserRelease()` event.
    Parameters:- callback function The function to call when the lasers stop hitting.
 Returns:- 
           int
        The index of the callback.
    
 See also:
- mockDoLaserRelease ()
- Mock only, not in-game: Simulates the laser stopping hitting the detector. Calling this while the detector is already deactivated is invalid and will have no effect.
- mockGetClosure ()
- 
    Mock only, not in-game: Bundles the object into a closure so functions can be called with "." instead of ":".
    Returns:- 
           table
        A table encompasing the api calls of object.
    
 See also: