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| 1.44MiniGame . | |
| 1.44.1 MiniGame.AddCustomExitMenuOption . | |
| 1.44.2 MiniGame.CloseSession . | |
| 1.44.3 MiniGame.ConfirmReceivedWelcomeMessage . . . | |
| 1.44.4 MiniGame.DisableWelcomeMessages . | |
| 1.44.5 MiniGame.EnableQueue . | |
| 1.44.6 MiniGame.GetCurrentFocusPersonld . | |
| 1.44.7 MiniGame.GetCurrentFocusPlayerSlot . | |
| 1.44.8 MiniGame.GetJoinType . | |
| 1.44.9 MiniGame.GetMaxPlayerSlots . | |
| 1.44.10 MiniGame.GetNumberOfUsedPlayerSlots . | |
| 1.44.11 MiniGame.GetPersonldFromPlayerSlot . | |
| 1.44.12 MiniGame.GetPlayerSlotUsedByPersonld . | |
| 1.44.13 MiniGame.GetQueueSize . | |
| 1.44.14 MiniGame.GetTriggerFtadius . | |
| 1.44.15 MiniGame.lsAbleToChangeCustomExitMenuOption | |
| 1.44.16 MiniGame.lsPersonJoined . | |
| 1.44.17 MiniGame.lsSessionOpen . | |
| 1.44.18 MiniGame.lsSessionOwner . | |
| 1.44.19 MiniGame.LocalPlayerLeaveGame . | |
| 1.44.20 MiniGame.OpenSession . | |
| 1.44.21 MiniGame.RemoveCustomExitMenuOption . | |
| 1.44.22 MiniGame.SetJoinType . | |
| 1.44.23 MiniGame.SetLocalPlayerExcludeMessage . | |
| 1.44.24 MiniGame.SetSafeToSendWelcomeMessage ... | |
| MiniGame | |
| MiniGame.AddCustomExitMenuOption | |
| Brief | |
| Add a custom menu item to the Exit Menu for the mini-game. | |
| Definition | |
| MiniGame.AddCustomExitMenuOption(string optionText) | |
| Arguments | |
| optionText - The localized string to display. Note: This must contain the "[SQUARE]" tag to denote the | |
| SQUARE button selects this option. This will almost certainly be at the start of the text, and likely | |
| include a space after it, to separate it from the rest of the text. E.g. "[SQUARE] Settings". | |
| Return Values | |
| None. | |
| Description | |
| This enables the custom menu option in the mini-game's Exit Menu, and sets the text for that option. The text must be localized before input. Only | |
| one custom option can be added. Successive calls to this function can be used to alter the text displayed. Use the | |
| 'on_custom_exit_menu_option_selected l callback to detect the SQUARE button being pressed. | |
| Examples | |
| local customText = Object.GetMe():GetLocalizedText("myCustomOptionText") | |
| MiniGame.AddCustomExitMenuOption(myCustomOptionText) | |
| See Also | |
| � MiniGame. RemoveCustomExitMenuOption | |
| � MiniGame. IsAbleToChangeCustomExitMenuOption | |
| MiniGame.CloseSession | |
| Brief | |
| Close the minigame network session to new player entry. | |
| Definition | |
| Mini-Game .CloseSession() | |
| Arguments | |
| None. | |
| Return Values | |
| None. | |
| Description | |
| Close the current minigame network session to prevent new players from joining. While the session is closed, new players will not be able to join | |
| the game. Only the session owner may call this function. | |
| Examples | |
| if (MiniGame.IsSessionOwner() and gamelsReadyToStart) then � some user flag indicating the lobby | |
| period is finished | |
| MiniGame.CloseSession() | |
| end | |
| See Also | |
| � MiniGame.OpenSession | |
| � MiniGame.IsSessionOwner | |
| � MiniGame.IsSessionOpen | |
| MiniGame.ConfirmReceivedWelcomeMessage | |
| Brief | |
| Confirms that a valid welcome message has been received. | |
| Definition | |
| MiniGame.ConfirmReceivedWelcomeMessage() | |
| Arguments | |
| None | |
| Return Values | |
| None. | |
| Description | |
| Use this function to confirm that a valid welcome message has been received. Until this is called, the local player cannot join the mini-game (if | |
| welome messages are not disabled), as it is assumed they do not know the current state of it. | |
| Examples | |
| function OnReceivedMessage() | |
| local message = ReceivedMessage.GetEventMessage() | |
| local type = ReceivedMessage.GetType( message ) | |
| if ( type == WELCOME_MESSAGE ) then | |
| gameState = ReceivedMessage.Readlnt32( message ) | |
| MiniGame.ConfirmReceivedWelcomeMessage() | |
| else | |
| � Handle other message types | |
| end | |
| end | |
| See Also | |
| � MiniGame. DisableWelcomeMessages | |
| � MiniGame.SetSafeToSendWelcomeMessage | |
| MiniGame.DisableWelcomeMessages | |
| Brief | |
| Disables welcome messages. | |
| Definition | |
| ! MiniGame.DisableWelcomeMessages() | |
| Arguments | |
| None | |
| Return Values | |
| None. | |
| Description | |
| You must call this function if you do not want to use welcome messages in your mini-game. A welcome message is a full refresh of game state, | |
| typically used if an avatar joins a scene and has no prior knowledge of the game. If you don't call this function, the mini-game system will expect | |
| welcome messages to be sent and received, and therefore won't allow a player to join the game until one is received from a remote player. You | |
| are advised to call this function once when your script initializes. | |
| Examples | |
| ! MiniGame.DisableWelcomeMessages() | |
| See Also | |
| � MiniGame.ConfirmReceivedWelcomeMessage | |
| � MiniGame.SetSafeToSendWelcomeMessage | |
| MiniGame.EnableQueue | |
| Brief | |
| When called the mini-game uses the queuing system. | |
| Definition | |
| MiniGarae.EnableQueue () | |
| Arguments | |
| None | |
| Return Values | |
| None. | |
| Description | |
| When called the mini-game uses the queuing system. The default is for it to not use it. Note that this function must only be called at initialization of | |
| the script. The queuing system is totally automated and will handle joining players into the mini-game from the queue. Note: Queues act on | |
| game-types, not individual game instances. E.g. If you had 4 pool tables, the queue would be for all 4, and would place you on the first one | |
| available. The queuing system supplies queues based on the name of the mini-game. Note there's a maximum of 16 game types per scene. | |
| Examples | |
| Mini-Game . EnableQueue () | |
| See Also | |
| None | |
| MiniGame.GetCurrentFocusPersonld | |
| Brief | |
| Gets the person id currently in focus. | |
| Definition | |
| string MiniGame.GetCurrentFocusPersonld() | |
| Arguments | |
| None | |
| Return Values | |
| The person id relevant to the event callback in which it is called. | |
| Description | |
| Gets the currently focussed person id in the context of certain specific callbacks as specified by the 'mini_game' component in the HDK's Object | |
| Editor. This function is only valid for the following callbacks: | |
| on_add_player | |
| on_remove_player | |
| on_local_playerJoin | |
| on_local_player_leave | |
| on_send_welcome_message | |
| Examples | |
| function OnAddPlayer() | |
| personid = MiniGame.GetCurrentFocusPersonld() | |
| print( "Player added: " .. personid ) | |
| end | |
| See Also | |
| � MiniGame.GetCurrentFocusPlayerSlot | |
| MiniGame.GetCurrentFocusPlayerSlot | |
| Brief | |
| Gets the player slot currently in focus. | |
| Definition | |
| number MiniGame.GetCurrentFocusPlayerSlot() | |
| Arguments | |
| None | |
| Return Values | |
| The player slot relevant to the event callback in which it is called. | |
| Description | |
| Gets the currently focussed player slot in the context of certain specific callbacks as specified by the 'mini_game' component in the HDK�s Object | |
| Editor. This function is only valid for the following callbacks: on_add_player on_remove_player on_local_playerJoin on_local_player_leave | |
| Examples | |
| function OnRemovePlayer() | |
| slot = MiniGame.GetCurrentFocusPlayerSlot() | |
| print( "Player slot of departing player: " . | |
| end | |
| slot) | |
| See Also | |
| � MiniGame.GetCurrentFocusPersonld | |
| MiniGame.GetJoinType | |
| Brief | |
| Get the current join type of the minigame. | |
| Definition | |
| JoinType MiniGame.GetJoinType() | |
| Arguments | |
| None | |
| Return Values | |
| The join type of the minigame. | |
| Description | |
| Get the current join type of the minigame. | |
| Examples | |
| ! if (MiniGame.GetJoinType() == JoinType.Auto) then | |
| MiniGame.SetJoinType(JoinType.Normal) | |
| | end | |
| See Also | |
| � MiniGame.SetJoinType | |
| MiniGame.GetMaxPlayerSlots | |
| Brief | |
| Returns the maximum number of player slots in the mini-game. | |
| Definition | |
| ! number MiniGame.GetMaxPlayerSlots() | |
| Arguments | |
| None | |
| Return Values | |
| The maximum number of player slots in the mini-game. | |
| Description | |
| Returns the maximum number of player slots in the mini-game. Not all of these necessarily get filled. Imagine a roulette table with 20 seats (the | |
| player slots), where only a maximum of 8 people are allowed to play at any one time. | |
| Examples | |
| ! print( "The max player slots are " .. MiniGame.GetMaxPlayerSlots() ) | |
| See Also | |
| � MiniGame.GetCurrentFocusPlayerSlot | |
| � MiniGame.GetPlayerSlotUsedByPersonld | |
| MiniGame. GetNumberOfUsedPlayerSlots | |
| Brief | |
| Returns the number of people currently joined to the mini-game. | |
| Definition | |
| ! number MiniGame.GetNumberOfUsedPlayerSlots() | |
| Arguments | |
| None | |
| Return Values | |
| The number of people currently joined to the mini-game. | |
| Description | |
| Returns the number of people currently joined to the mini-game. Each person takes one player slot. | |
| Examples | |
| ! print( "Player slot count = " .. MiniGame.GetNumberOfUsedPlayerSlots() ) | |
| See Also | |
| � MiniGame.GetCurrentFocusPlayerSlot | |
| � MiniGame.GetPlayerSlotUsedByPersonld | |
| MiniGame.GetPersonldFromPlayerSlot | |
| Brief | |
| Returns the person ID of the given player slot. Note: Slots start from 0 (e.g. first player slot is 0, second is 1, etc). | |
| Definition | |
| ! string MiniGame.GetPersonldFromPlayerSlot( number playerSlot ) | |
| Arguments | |
| playerSlot - The player slot in question. | |
| Return Values | |
| The person ID of the given player slot. | |
| Description | |
| Returns the person ID of the given player slot. | |
| Examples | |
| print( "Person id of slot 0 is " .. MiniGame.GetPersonldFromPlayerSlot( 0 ) ) | |
| See Also | |
| � MiniGame.GetCurrentFocusPlayerSlot | |
| � MiniGame.GetPlayerSlotUsedByPersonld | |
| MiniGame.GetPlayerSlotUsedByPersonld | |
| Brief | |
| Returns the player slot of the specified person id. | |
| Definition | |
| number MiniGame.GetPlayerSlotUsedByPersonld( string personld ) | |
| Arguments | |
| personld - Person id of an avatar that has joined the mini-game. | |
| Return Values | |
| The player slot of the specified player person id. | |
| Description | |
| Returns the player slot of the specified person id. Returns -1 if the person does not have a player slot. | |
| Examples | |
| j localPlayerld = LocalPlayer.GetPersonld() | |
| i if MiniGame.IsPersonJoined( localPlayerld ) then | |
| slot = MiniGame.GetPlayerSlotUsedByPersonld( localPlayerld ) | |
| print( "I am playing the game and my slot is " .. slot ) | |
| i end | |
| See Also | |
| � LocalPlayer.GetPersonld | |
| � MiniGame.IsPersonJoined | |
| MiniGame.GetQueueSize | |
| Brief | |
| Used to determine the length of this mini game's queue. | |
| Definition | |
| number MiniGame.GetQueueSize () | |
| Arguments | |
| None | |
| Return Values | |
| Size of the queue. | |
| Description | |
| Returns the current size of the queue. Note: the accuracy of this value may fluctuate slightly depending on network traffic and timings etc. | |
| Examples | |
| if MiniGame.GetQueueSize() > 10 then | |
| TellCurrentPlayersToHurryUp() | |
| end | |
| See Also | |
| None | |
| MiniGame.GetTriggerRadius | |
| Brief | |
| Gets the mini-game's trigger radius. | |
| Definition | |
| number MiniGame.GetTriggerRadius() | |
| Arguments | |
| None | |
| Return Values | |
| The mini-game�s trigger radius. | |
| Description | |
| Gets the mini-game's trigger radius in meters. This is the radius from the game position that the player must be within in order to have the option | |
| to join. | |
| Examples | |
| j p = Object.GetlnitialPosition( Object.GetMe() ) | |
| i r = MiniGame.GetTriggerRadius() | |
| j print( "Game located at " .. p .. " with trigger radius " .. r ) | |
| See Also | |
| � Object.GetlnitialPosition | |
| � Object.GetMe | |
| MiniGame.IsAbleToChangeCustomExitMenuOption | |
| Brief | |
| Determines if a custom menu option can currently be added to the Exit Menu. | |
| Definition | |
| MiniGame.IsAbleToChangeCustomExitMenuOption() | |
| Arguments | |
| None | |
| Return Values | |
| Whether a custom menu option can currently be added to the Exit Menu. | |
| Description | |
| Changing the custom menu option while the Exit Menu is visible is not user friendly and is therefore restricted. This function can be used to | |
| determine when 'AddCustomExitMenuOption' and 'RemoveCustomExitMenuOption' will fail. | |
| Examples | |
| ! MiniGame.IsAbleToChangeCustomExitMenuOption() | |
| See Also | |
| � MiniGame. AddCustomExitMenuOption | |
| � MiniGame. RemoveCustomExitMenuOption | |
| MiniGame. IsPersonJoined | |
| Brief | |
| Returns true if the specified person has joined and false otherwise. | |
| Definition | |
| 1 boolean MiniGame.IsPersonJoined( string personld ) | |
| Arguments | |
| personld - The ID of the person. | |
| Return Values | |
| true if the specified person has joined and false otherwise. | |
| Description | |
| Returns true if the specified person has joined and false otherwise. | |
| Examples | |
| ! print( MiniGame.IsPersonJoined( LocalPlayer.GetPersonld() ) ) | |
| See Also | |
| � LocalPlayer.GetPersonld | |
| MiniGame.IsSessionOpen | |
| Brief | |
| Returns true if the minigame network session is currently open. | |
| Definition | |
| ! boolean MiniGame.IsSessionOpen() | |
| Arguments | |
| None. | |
| Return Values | |
| True if the network session is open, or false if closed. | |
| Description | |
| Returns true if the minigame network session is currently open. An open session will accept new player entry and a closed session will not. | |
| Examples | |
| ! if (MiniGame.IsSessionOpen() and MiniGame.IsSessionOwner()) then | |
| MiniGame.CloseSession() | |
| j end | |
| See Also | |
| � MiniGame.OpenSession | |
| � MiniGame.CloseSession | |
| � MiniGame.IsSessionOwner | |
| MiniGame.IsSessionOwner | |
| Brief | |
| Returns true if the current player is the minigame network session owner. | |
| Definition | |
| ! boolean MiniGame.IsSessionOwner() | |
| Arguments | |
| None. | |
| Return Values | |
| True if the current player is the network session owner, or false otherwise. | |
| Description | |
| One player is designated as the network session owner for the minigame at all times. This function can be used to identify this player. | |
| Examples | |
| j if (MiniGame.IsSessionOwner()) then | |
| print("I own this game.") | |
| I end | |
| See Also | |
| � MiniGame.OpenSession | |
| � MiniGame.CloseSession | |
| � MiniGame.lsSessionOpen | |
| MiniGame.LocalPlayerLeaveGame | |
| Brief | |
| Triggers the local player to leave the mini-game. | |
| Definition | |
| ! MiniGame.LocalPlayerLeaveGame() | |
| Arguments | |
| None | |
| Return Values | |
| None. | |
| Description | |
| Triggers the local player to leave the mini-game. This will cause the function associated with the 'on_local_player_leave' property of the | |
| 'mini_game' object component to be called. | |
| Examples | |
| function OnRemovePlayer() | |
| � If one player leaves the game, force everyone else to leave too | |
| me = LocalPlayer.GetPersonld() | |
| if (MiniGame.IsPersonJoined( me ) then | |
| MiniGame.LocalPlayerLeaveGame() | |
| end | |
| end | |
| See Also | |
| � LocalPlayer.GetPersonld | |
| � MiniGame.IsPersonJoined | |
| MiniGame.OpenSession | |
| Brief | |
| Open the minigame network session to new player entry. | |
| Definition | |
| MiniGame.OpenSession () | |
| Arguments | |
| None. | |
| Return Values | |
| None. | |
| Description | |
| Open a closed session to allow new players to join. Calling this on an already open session will have no effect. Only the session owner may call | |
| this function, otherwise a Lua error will occur. | |
| Examples | |
| ! if (MiniGame.IsSessionOwner() and not MiniGame.IsSessionOpen()) then | |
| MiniGame.OpenSession () | |
| | end | |
| See Also | |
| � MiniGame.CloseSession | |
| � MiniGame.IsSessionOwner | |
| � MiniGame.IsSessionOpen | |
| MiniGame. RemoveCustomExitMenuOption | |
| Brief | |
| Remove the custom menu item from the Exit Menu for the mini-game (if one has been added). | |
| Definition | |
| ! MiniGame.RemoveCustomTargetMenuOption(string optionText) | |
| Arguments | |
| None | |
| Return Values | |
| None. | |
| Description | |
| This removes the custom menu option in the mini-game's Exit Menu, if one has previously been added. | |
| Examples | |
| ! MiniGame.RemoveCustomExitMenuOption() | |
| See Also | |
| � MiniGame. AddCustomExitMenuOption | |
| � MiniGame. IsAbleToChangeCustomExitMenuOption | |
| MiniGame.SetJoinType | |
| Brief | |
| Set the join type of a minigame. | |
| Definition | |
| MiniGame.SetJoinType(JoinType type) | |
| Arguments | |
| type - The join type to use (JoinType.Normal, JoinType.Auto, JoinType.Minimal). | |
| Return Values | |
| None. | |
| Description | |
| Set the join type of a minigame. If the user is within range and the join type is changed to JoinType.Auto, the user will automatically join the game. | |
| Examples | |
| ! MiniGame.SetJoinType(JoinType.Normal) | |
| See Also | |
| � MiniGame.GetJoinType | |
| MiniGame.SetLocalPlayerExcludeMessage | |
| Brief | |
| Set the message to be displayed if the minigame prevents the local player from joining. | |
| Definition | |
| ! MiniGame.SetLocalPlayerExcludeMessage( string message ) | |
| Arguments | |
| message - the localized string to display, or an empty string to display the default message | |
| Return Values | |
| None. | |
| Description | |
| If the minigame implements the on_can_local_playerJoin callback, it is able to return false to indicate that the local player may not join at this | |
| time. This may be due to the game being busy or unable to accept new players at this time (for example, if a race is in progress). This function | |
| allows the script to specify a message to be displayed to the user in this event to clarify the reason for the game not being joinable, and when it | |
| will become available again. The function can be called from anywhere in the script and the message will remain active until set to another | |
| message. Note that if queueing is enabled, this function will raise an error. | |
| Examples | |
| function OnCanLocalPlayerJoin() | |
| if (RacelnProgress()) then | |
| local msg = Object.GetMe():GetLocalizedText("RACE_IN_PROGRESS") | |
| MiniGame.SetLocalPlayerExcludeMessage(msg) | |
| return false | |
| end | |
| return true | |
| end | |
| See Also | |
| None | |
| MiniGame.SetSafeToSendWelcomeMessage | |
| Brief | |
| Use this function to allow the mini-game to send welcome messages. | |
| Definition | |
| MiniGame.SetSafeToSendWelcomeMessage( boolean value = true ) | |
| Arguments | |
| value - true or false. Defaults to true. | |
| Return Values | |
| None. | |
| Description | |
| Use this function to allow the mini-game to send welcome messages (if using welcome messages in the mini-game). As an example, a Pool game | |
| will not want to send welcome messages when the balls are moving. So, you should set to true at all times other than when the balls are moving. | |
| Examples | |
| ! function OnUpdateO | |
| � Always safe for the mini-game to send a welcome message | |
| MiniGame.SetSafeToSendWelcomeMessage( true ) | |
| I end | |
| See Also | |
| � MiniGame.ConfirmReceivedWelcomeMessage | |
| � MiniGame. DisableWelcomeMessages |