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animationtrigger.lua
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animationtrigger.lua
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animationtrigger = class("animationtrigger")
function animationtrigger:init(x, y, r)
self.x = x
self.y = y
self.cox = x
self.coy = y
--Input list
self.r = {unpack(r)}
table.remove(self.r, 1)
table.remove(self.r, 1)
--IDENTIFIER
if #self.r > 0 and self.r[1] ~= "link" then
self.id = tostring(self.r[1])
table.remove(self.r, 1)
end
end
function animationtrigger:link()
while #self.r > 3 do
for j, w in pairs(outputs) do
for i, v in pairs(objects[w]) do
if tonumber(self.r[3]) == v.cox and tonumber(self.r[4]) == v.coy then
v:addoutput(self, self.r[2])
end
end
end
table.remove(self.r, 1)
table.remove(self.r, 1)
table.remove(self.r, 1)
table.remove(self.r, 1)
end
end
function animationtrigger:input(t, input)
if input == "in" then
if t == "on" or t == "toggle" then
if not animationtriggerfuncs[self.id] then
return
end
for i = 1, #animationtriggerfuncs[self.id] do
animationtriggerfuncs[self.id][i]:trigger()
end
end
end
end