Task (functions)
TASK:StartEntityTask(RogueEssence.Ground.GroundEntity,NLua.LuaFunction)
Helper function to make an entity run the specified task. Will not replace a running task! Tasks are run interlocked with the script processing and game processing, and characters cannot run multiple tasks at the same time.
Arguments
ent: Entity which will run the task.fn: Task coroutine.
TASK:StopEntityTask(RogueEssence.Ground.GroundEntity)
Helper function to force stop an entity's current task.
Arguments
ent: Entity running the task to stop.
TASK:WaitStartEntityTask
Makes an entity run a specified task, and waits for it to complete.
Arguments
ent: Entity which will run the task.fn: Task coroutine.
Example
TODO
TASK:WaitEntityTask
Waits for the specified entity to finish its task.
Arguments
ent: Entity which task we'll wait on.
Example
TASK:WaitEntityTask(player)
TASK:WaitTask
Runs a task and waits for it to complete. Most methods that do not expose themselves to script need to be wrapped with this.
Arguments
obj: The task to wait on.
Example
TASK:WaitTask(_DUNGEON:DropMoney(100, RogueElements.Loc(10, 10), RogueElements.Loc(10, 10)))
TASK:StartScriptLocalCoroutine(NLua.LuaFunction,System.Object[])
A wrapper around the StartCoroutine method of the GameManager, so lua coroutines can be executed locally to the script context. AKA, it will block the script execution while its executed.
Arguments
fn: Noneargs: None
TASK:BranchCoroutine(System.Object)
Starts a new coroutine to run parallel to the current execution. Useful for performing multiple actions at once.
Arguments
obj: The task to run in parallel
Example
local coro1 = TASK:BranchCoroutine(GAME:_FadeIn(60))
TASK:JoinCoroutines
Waits for all specified coroutines to finish before continuing execution. Often used for coroutines created using TASK:BranchCoroutine()
Arguments
coroTable: A table of coroutines to wait on.
Example
TASK:JoinCoroutines({coro1})
