sceneManager object | scene.t[16]

The sceneManager object is used to control the scene-switching and execution mechanism.

`sceneManager : InitObject Event`

Superclass Tree (in declaration order)

`sceneManager`
`InitObject`
`ModuleExecObject`
`object`
`Event`
`object`

Summary of Properties

`eventOrder execBeforeMe maxLoopCount sameTurnTrigger`

``

Inherited from `ModuleExecObject` :
`execAfterMe hasInitialized_ isDoingExec_ isExecuted_`

Inherited from `Event` :
`captureText executed interval_ isPromptDaemon nextRunTime obj_ prop_ senseObj_ senseProp_`

Summary of Methods

`execute executeEvent notifyBefore`

``

Inherited from `ModuleExecObject` :
`_execute classExec`

Inherited from `Event` :
`callMethod construct delayEvent eventMatches getNextRunTime removeEvent`

Properties

`eventOrder` OVERRIDDEN | `scene.t[34]`

Run the executeEvent() method for the first time to set up any scenes that should be active at the start of play.

`execBeforeMe` OVERRIDDEN | `scene.t[128]`

If a scene has started or ended we need to repeat going through all the Scenes in case this should trigger the stating or ending of another Scene

`maxLoopCount` | `scene.t[47]`

The maximum number of loops the do loop in executeEvent will go through before breaking out. This is to avoid getting into an infinite loop if Scenes are defined in a way that might otherwise cause them.

`sameTurnTrigger` | `scene.t[40]`

Flagg: Do we want to allow the starting or ending of one Scene to trigger the starting or ending of another Scene. By default we do.

Methods

`execute ( )`OVERRIDDEN | `scene.t[17]`

no description available

`executeEvent ( )`OVERRIDDEN | `scene.t[50]`

The executeEvent() method is run each turn to drive the Scenes mechanism

`notifyBefore ( )` | `scene.t[131]`

Run the beforeAction method on every currently active Scene

Adv3Lite Library Reference Manual
Generated on 08/12/2025 from adv3Lite version 2.2.2