overte/examples/toybox/entityScripts/lightSwitch.js
2015-09-21 16:35:30 -07:00

124 lines
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3.9 KiB
JavaScript

//
// detectGrabExample.js
// examples/entityScripts
//
// Created by Eric Levin on 9/21/15.
// Copyright 2015 High Fidelity, Inc.
//
// This is an example of an entity script which when assigned to an entity, will detect when the entity is being grabbed by the hydraGrab script
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
(function() {
var _this;
// this is the "constructor" for the entity as a JS object we don't do much here, but we do want to remember
// our this object, so we can access it in cases where we're called without a this (like in the case of various global signals)
LightSwitch = function() {
_this = this;
this.lightStateKey = "lightStateKey";
this.resetKey = "resetMe";
};
LightSwitch.prototype = {
startNearGrab: function() {
var defaultLightData = {
on: false
};
var lightState = getEntityCustomData(this.lightStateKey, this.entityID, defaultLightData);
if (lightState.on === true) {
this.clearLights();
} else if (lightState.on === false) {
this.createLights();
}
},
clearLights: function() {
print("CLEAR LIGHTS")
var entities = Entities.findEntities(MyAvatar.position, 100);
var self = this;0
entities.forEach(function(entity) {
var resetData = getEntityCustomData(self.resetKey, entity, {})
print("NAME OF THING " + Entities.getEntityProperties(entity).name)
print("RESET DATA " + JSON.stringify(resetData))
if (resetData.resetMe === true && resetData.lightType === "Sconce Light") {
print("DELETE LIGHT")
Entities.deleteEntity(entity);
}
});
setEntityCustomData(this.lightStateKey, this.entityID, {
on: false
});
},
createLights: function() {
this.sconceLight1 = Entities.addEntity({
type: "Light",
position: {
x: 543.62,
y: 496.24,
z: 511.23
},
name: "Sconce 1 Light",
dimensions: {
x: 2.545,
y: 2.545,
z: 2.545
},
cutoff: 90,
color: {
red: 217,
green: 146,
blue: 24
}
});
setEntityCustomData(this.resetKey, this.sconceLight1, {
resetMe: true,
lightType: "Sconce Light"
});
setEntityCustomData(this.lightStateKey, this.entityID, {
on: true
});
},
// clickReleaseOnEntity: function(entityId, mouseEvent) {
// print("CLIIICK ON MOUSE")
// if (!mouseEvent.isLeftButton) {
// return;
// }
// },
// preload() will be called when the entity has become visible (or known) to the interface
// it gives us a chance to set our local JavaScript object up. In this case it means:
preload: function(entityID) {
this.entityID = entityID;
var defaultLightData = {
on: false
};
var lightState = getEntityCustomData(this.lightStateKey, this.entityID, defaultLightData);
//If light is off, then we create two new lights- at the position of the sconces
if (lightState.on === false) {
this.createLights();
}
//If lights are on, do nothing!
},
};
// entity scripts always need to return a newly constructed object of our type
return new LightSwitch();
})