cycle
Definition
-- @/lua/ge/extensions/ui/fadeScreen.lua:55
local function fadeSequence(fadeIn, pause, fadeOut, screenData, args) -- fade to black, pause, then fade from black
cycleArgs.fadeIn = fadeIn or 1
cycleArgs.pause = math.max(0.05, pause or 0) -- TODO: zero value breaks things a little bit
cycleArgs.fadeOut = fadeOut or fadeIn
cycleArgs.args = args or {}
fadeToBlack(cycleArgs.fadeIn, screenData, args)
end
Callers
@/lua/ge/extensions/gameplay/parking.lua
else
oldId, newId = vehPool:cycle(oldId, inactiveId) -- cycles the pool
end
@/lua/common/libs/luasocket/ltn12.lua
-- returns a high level filter that cycles a low-level filter
function filter.cycle(low, ctx, extra)
base.assert(low)
@/lua/ge/extensions/flowgraph/nodes/gameplay/vehiclePool/cyclePool.lua
if self.pinIn.vehPool.value then
self.pinIn.vehPool.value:cycle(self.pinIn.activeId.value, self.pinIn.inactiveId.value)
end
@/lua/ge/extensions/editor/gen/utils.lua
--[[
local function cycle(list, n, dir)
if not dir then dir = 1 end
@/lua/common/libs/luasocket/socket/mime.lua
encodet['base64'] = function()
return ltn12.filter.cycle(_M.b64, "")
end
encodet['quoted-printable'] = function(mode)
return ltn12.filter.cycle(_M.qp, "",
(mode == "binary") and "=0D=0A" or "\r\n")
decodet['base64'] = function()
return ltn12.filter.cycle(_M.unb64, "")
end
decodet['quoted-printable'] = function()
return ltn12.filter.cycle(_M.unqp, "")
end
length = length or 76
return ltn12.filter.cycle(_M.wrp, length, length)
end
wrapt['quoted-printable'] = function()
return ltn12.filter.cycle(_M.qpwrp, 76, 76)
end
function _M.normalize(marker)
return ltn12.filter.cycle(_M.eol, 0, marker)
end
function _M.stuff()
return ltn12.filter.cycle(_M.dot, 2)
end
@/lua/ge/extensions/util/procTrack.lua
-- in case that we have not added a node here, the current node will be removed and reset in the next cycle (backtrack)
@/lua/ge/map.lua
evolveEndNormals = false, -- Value: boolean/nil. normal vectors of path end nodes will be recalculated on each iteration (might affect stability, when road width limits are reached)
hta = 0.5, -- maximum displacement on each optimization cycle (meters). Higher values means faster convergence but posibly lower stability
fRange = 1, -- number of nodes before and after node i onto which reaction forces from node i will be applied (a value of 1 will only apply reaction forces to the immediate neighboors of a node)
@/lua/ge/extensions/core/vehicleActivePooling.lua
-- inactivates passed vehicle, activates one and returns it
function VehPool:cycle(vehId1, vehId2)
-- vehId1 and vehId2 are optional, otherwise the first table entry is used
function VehPool:crossCycle(otherPool, vehId1, vehId2)
if not otherPool or self.id == otherPool.id then return self:cycle(vehId1, vehId2) end