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: