Expanded documentation and remove old log messages
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@ -1,5 +1,5 @@
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-- set true to enable debug logging and show Physics.cast()
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local DEBUG = true
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local DEBUG = false
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-- we use this to turn off collision handling until onLoad() is complete
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local COLLISION_ENABLED = false
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@ -655,11 +655,6 @@ end
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-- @param matchTypes Boolean. Whether snap points should only snap for the matching card types.
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function setLimitSnapsByType(params)
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local matchTypes = params.matchTypes
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if matchTypes then
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log("Set true")
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else
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log("Set false")
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end
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local snaps = self.getSnapPoints()
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for i, snap in ipairs(snaps) do
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local snapPos = snap.position
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@ -691,7 +686,12 @@ function setLimitSnapsByType(params)
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self.setSnapPoints(snaps)
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end
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function inArea(point, bounds)
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-- Simple method to check if the given point is in a specified area. Local use only,
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-- @param point Vector. Point to check, only x and z values are relevant
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-- @param bounds Table. Defined area to see if the point is within. See MAIN_PLAY_AREA for sample
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-- bounds definition.
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-- @return Boolean. True if the point is in the area defined by bounds
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local function inArea(point, bounds)
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return (point.x < bounds.upperLeft.x
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and point.x > bounds.lowerRight.x
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and point.z < bounds.upperLeft.z
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@ -11,7 +11,8 @@ do
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-- matchTypes is true, the main card slot snap points will only snap assets, while the
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-- investigator area point will only snap Investigators. If matchTypes is false, snap points will
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-- be reset to snap all cards.
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-- @param matchTypes Boolean. Whether snap points should only snap for the matching card types.
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-- @param matchCardTypes Boolean. Whether snap points should only snap for the matching card
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-- types.
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-- @param matColor String for one of the active player colors - White, Orange, Green, Red. Also
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-- accepts "All" as a special value which will apply the setting to all four mats.
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PlaymatApi.setLimitSnapsByType = function(matchCardTypes, matColor)
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