LuaConstantCombinatorControlBehavior
extends
LuaControlBehavior
Control behavior for constant combinators.
LuaConstantCombinatorControlBehavior
extends
LuaControlBehavior
Sets the signal at the given index
Gets the signal at the given index.
This constant combinator's parameters, or nil
if the item_slot_count of the combinator's prototype is 0
.
The number of signals this constant combinator supports
The class name of this object.
Gets the signal at the given index.
The class name of this object.
This constant combinator's parameters, or nil
if the item_slot_count of the combinator's prototype is 0
.
Sets the signal at the given index
The number of signals this constant combinator supports
get_signal(index)
→
Signal
help()
→
string
All methods and properties that this object supports.
parameters
:: array[ConstantCombinatorParameters]
[Read/Write]
This constant combinator's parameters, or nil
if the item_slot_count of the combinator's prototype is 0
.
Writing nil
clears the combinator's parameters.
enabled
:: boolean
[Read/Write]
Turns this constant combinator on and off.
signals_count
:: uint
[Read]
The number of signals this constant combinator supports
valid
:: boolean
[Read]
Is this object valid? This Lua object holds a reference to an object within the game engine. It is possible that the game-engine object is removed whilst a mod still holds the corresponding Lua object. If that happens, the object becomes invalid, i.e. this attribute will be false
. Mods are advised to check for object validity if any change to the game state might have occurred between the creation of the Lua object and its access.
object_name
:: string
[Read]
The class name of this object. Available even when valid
is false. For LuaStruct objects it may also be suffixed with a dotted path to a member of the struct.