Updated Objects (markdown)

2017-06-14 16:29:01 -04:00
parent 838edb29ff
commit 32cb3859fc
+26 -5
@@ -65,17 +65,38 @@ All actors have a few methods in common. These methods are
* Pause() - Pauses the object * Pause() - Pauses the object
* Resume() - Resumes the object * Resume() - Resumes the object
* Destroy() - destroys the object * Destroy() - destroys the object
* Hold(n)* - holds an object where it is while it waits for something to happen. where 'n' is an event or time * Hold(**number** n)* - holds an object where it is while it waits for something to happen. where 'n' is an event or time
* IsHeld() - returns true or false whether the object is in a hold or not * IsHeld() - returns true or false whether the object is in a hold or not
* WaitFor(obj)* - holds the object until * WaitFor(obj)* - holds the object until
* OnMainConnect(func) - connects to the main event of an actor object. These will be noted on each object below * OnMainConnect(**function**) - connects to the main event of an actor object. This will be noted on each object below
* Reallocate(runner_other, index) -- More on this on the * Reallocate(runner_other, index) -- More on this on the features page
* * FreeMainEvent() - frees all connections to the main event
* ConnectFinal(**function**) - connects to the final event of an object. This will be noted on each object below
* GetParentProcess() - returns the runner that is running the current object
* Break() - breaks an object pausing it and triggering the OnBreak() Connection
* OnBreak(**function**(self)) - a connection to the Break event on each actor
* IsPaused() - returns true if an object is paused
* IsActive() - returns true if an object is active
* GetType() - returns the type of object that it is. The expected returns will be noted below with each object
* Sleep(n)* - makes an object sleep for a while
* SetTime(**number** n) - sets the time until an object should timeout
* OnTimedOut(func) - triggers if an object times out. Note: an object will not time out unless you call SetTime(n) on it!
* ResetTime(**number** n) - resets a timed out object
* ResolveTimer(...) - triggers the OnTimerResloved event and passes along the arguments you pass
* OnTimerResolved(**function**(self,...)) - is triggered by the ResolveTimer() function
* Reset() - resets an object, in most cases this acts like Resume()
* IsDone() - returns true if an object is done doing something. In most cases it works like IsActive()
* NewCondition - creates a condition object [features](https://github.com/rayaman/multi/wiki/features#Conditions)
* NewRange() - creates a range object [features](https://github.com/rayaman/multi/wiki/features#Ranges)
* Condition() - tests a condition [features](https://github.com/rayaman/multi/wiki/features#Conditions)
*Note: that only one object can be held at a time, and only on the main runner! If you need more flexibility use [threads](https://github.com/rayaman/multi/wiki/threading). The threading page will explain how this works. Its just like regular objects so you will understand that easily after grasping how each actor itself works. *Note: that only one object can be held at a time, and only on the main runner! If you need more flexibility use [threads](https://github.com/rayaman/multi/wiki/threading). The threading page will explain how this works. Its just like regular objects so you will understand that easily after grasping how each actor itself works.
# events # events
The event object has this structure The event object has this structure
event: event:
**function** OnEvent(func) * **function** OnEvent(func)
* **string** Type
# Semi-Actors # Semi-Actors