ElectricAxel wrote:
To prevent littering, I just noticed, even when you turn a process off, the current thread (script that was running) doesn't stop, right?
local lMousePosition = Root.Logics.MousePosition
if FlashManager:HitTest( TextureFlash, ClipPath.String, lMousePosition.X, lMousePosition.Y ) == 1 then
FlashManager:Goto( TextureFlash, ClipPath.String, "Over" )
GlobalProcessManager:SwitchOff()
GlobalProcessManager:SwitchOn( MouseIn )
else
FlashManager:Goto( TextureFlash, ClipPath.String, "Idle" )
end
It switches off and then turns MouseIn on. Sorry for all these questions, but since this doesn't have documention, and I can't do trial and error, I guessed I would have to ask. :/
Again, you are right.
First detail, i think you have understood that, but the root package is execute each frame. This is the
game loop.
And then, all operations on the code path (switch off/on, add package, etc.) are
delayed at the frame end to preserve frame integrity.
There is some sort of force switchoff/on if i remember well but that's not the main use.
Note that you have access to - almost - all the app/game data in this tools even if there is C++ calls (via LUA scripts, kind of globalplugin->call() if I remember

). C++ calls are just routines calls (no hidden classes or structure). C++ calls use the same scoping system for instance.
Then you can tweak - almost - everything.
Enjoy.