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General functions
All of the functions below are implemented in C#.
print(text)
prints the text text
into the game's lualog.txt
. When called from the ingame lua editor, the parameter text
is passed to the Lua console window below the ingame lua editor.
function print(text)
clamp(value, min, max)
This internally calls Mathf.Clamp in C#. It returns a float that is
- equal to
value
ifvalue
is betweenmin
andmax
- equal to
min
ifvalue
is smaller thanmin
- equal to
max
ifvalue
is larger thanmax
.
All inputs are floats.
function clamp(value, min, max)
clamp01(value)
Same as clamp()
, but with min
equal to 0 and max
equal to 1. This internally calls Mathf.Clamp01 in C#.
function clamp01(value)
lerp(a, b, t)
This internally calls Mathf.Lerp in C#. Returns a float that is interpolated between a
and b
, depending on t
(all floats). This will return
a
in caset == 0
b
in caset == 1
0.5*(a+b)
in caset == 0.5
- and so on.
function lerp(a, b, t)
inverseLerp(a, b, value)
This internally calls Mathf.InverseLerp in C#. It returns the parameter t
that would produce the interpolated value
within the range a
and b
(all floats). This will return
0
in casevalue == a
1
in casevalue == b
0.5
in casevalue == 0.5*(a+b)
- and so on.
function inverseLerp(a, b, value)
map(a,b, x,y, value)
This will convert a value
between a
and b
so that it is interpolated between x
and y
. It is comparable to Arduino's map( function), but please note that the argument order is modified to match the order of lerp
. The function will return
x
in casevalue == a
y
in casevalue == b
0.5*(x+y)
in casevalue == 0.5*(a+b)
- and so on.
All input parameters are floats.
Note that lerp(a, b, t)
actually yields the same as calling map(0,1, a,b, t)
. Also note that inverseLerp(a, b, value)
is actually the same as map(a,b, 0,1, value)
.
function map(a,b, x,y, value)
mapClamped(a,b, x,y, value)
This is the same as map
, except that the return value cannot exceed the range between x
and y
.
function mapClamped(a,b, x,y, value)
getTime()
This returns the time in seconds since the start of the game. The return value will be a float.
function getTime()
getTimeMicros()
This returns the time in microseconds since the start of the game, i.e. it will return 1000000
one second after the start of the game. It can be helpful for (rather) precisely timing actions, such as breaking loops that could cause the game to freeze and continue calculating in the next frame. The return value will be a float.
function getTimeMicros()
Copyright
All contents of this page may be used for modding use for Winter Resort Simulator only. Any use exceeding this regulation is not permitted.
Copyright (C) HR Innoways, 2020. All Rights Reserved.