sceneManagerobjectscene.t[16]

The sceneManager object is used to control the scene-switching and execution mechanism.

sceneManager :   InitObject   Event

Superclass Tree   (in declaration order)

sceneManager
        InitObject
                ModuleExecObject
                        object
        Event
                object

Summary of Properties  

eventOrder  execBeforeMe  maxLoopCount  sameTurnTrigger 

Inherited from ModuleExecObject :
execAfterMe  hasInitialized_  isDoingExec_  isExecuted_ 

Inherited from Event :
captureText  executed  interval_  isPromptDaemon  nextRunTime  obj_  prop_  senseObj_  senseProp_ 

Summary of Methods  

execute  executeEvent  notifyBefore 

Inherited from ModuleExecObject :
_execute  classExec 

Inherited from Event :
callMethod  construct  delayEvent  eventMatches  getNextRunTime  removeEvent 

Properties  

eventOrderOVERRIDDENscene.t[34]

Run the executeEvent() method for the first time to set up any scenes that should be active at the start of play.

execBeforeMeOVERRIDDENscene.t[128]
If a scene has started or ended we need to repeat going through all the Scenes in case this should trigger the stating or ending of another Scene

maxLoopCountscene.t[47]
The maximum number of loops the do loop in executeEvent will go through before breaking out. This is to avoid getting into an infinite loop if Scenes are defined in a way that might otherwise cause them.

sameTurnTriggerscene.t[40]
Flagg: Do we want to allow the starting or ending of one Scene to trigger the starting or ending of another Scene. By default we do.

Methods  

execute ( )OVERRIDDENscene.t[17]

no description available

executeEvent ( )OVERRIDDENscene.t[50]
The executeEvent() method is run each turn to drive the Scenes mechanism

notifyBefore ( )scene.t[131]
Run the beforeAction method on every currently active Scene

Adv3Lite Library Reference Manual
Generated on 08/12/2025 from adv3Lite version 2.2.2