GetClone
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In this case all the clones currently on the scene and the newly created ones will rotate. | In this case all the clones currently on the scene and the newly created ones will rotate. | ||
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Revision as of 17:58, 4 February 2014
Clone an object.
- Some notes about clones :
- They keeps the base object active behavior
- They keeps physics proprieties
- They don't keep the translate/force/etc.. values of the base object from lua script (because they are new objects)
Basic usage :
object = getObject("object")
objectClone = getClone(object)
For referencing you can store them into a table :
object = getObject("object")
cloneList = {}
function onSceneUpdate()
if onKeyDown("SPACE") then
table.insert(cloneList, #cloneList + 1, getClone(object)) -- create a clone
end
end
With that method, the first clone will be cloneList[1], second clone will be cloneList[2], and so on..
To manage all these clones at once you could add to the script, for example :
for i=1, #cloneList do
rotate(cloneList[i], {0, 0, 1}, 1, "local")
end
In this case all the clones currently on the scene and the newly created ones will rotate.