Difference between revisions of "Справочник функций"
imported>Peganoff (Created page with "Functions are units of work that are larger than a single expression, and may take various parameters and return a value to their caller. == Function Definition == <function...") |
imported>PurpleLunchbox m (Wrong language) |
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Latest revision as of 18:29, 7 February 2013
Functions are units of work that are larger than a single expression, and may take various parameters and return a value to their caller.
Function Definition[edit | edit source]
<function> ::= <function header> [<function block> 'endFunction']
Function headers must always be followed by a block and an "EndFunction" keyword, unless they are native functions (which are exposed by the game).
Function Header[edit | edit source]
<function header> ::= [<type>] 'Function' <identifier> '(' [<parameters>] ')' ('global' | 'native')* <flags>*
A function header starts (optionally) with the return type of the function, and is then followed by the name of the function, its parameters (if any), and any modifiers and flags.
The identifier used to name the function cannot conflict with any other function in the current script. If the identifier matches a function in the parent script, then the return type and parameters much match the parent script's version of the function - and the function will override the parent's function.
The "Global" flag indicates a function that does not actually run on an in-game object, and has no "Self" variable.
The "Native" flag indicates a function that does not have a function body, because the function is implemented by the game itself. If you add the native flag to a function the game does not expose, the compiler won't complain, but the game will error at you. The same flag cannot be specified more then once.
Parameters[edit | edit source]
<parameters> ::= <parameter> (',' <parameter>)* <parameter> ::= <type> <identifier> ['=' <constant>]
The parameter list is a comma-separated list of types and identifiers that indicate the various parameters that a function takes. Each parameter may be optionally followed by an equals sign and a constant, which indicates that the parameter has a default value. If a parameter has a default value, every parameter after it must also have a default value.
Parameters are essentially variables the function has access to that the caller gives initial values to.
Function Block[edit | edit source]
<function block> ::= <statement>*
The function block contains zero or more statements. This performs the actual work of the function.
Examples[edit | edit source]
; A simple function that adds the two values together and returns the result
; Global, because it doesn't need a self variable
int Function AddTwo(int a, int b) global
return a + b
endFunction
; A function that increments a value on this script by the specified amount.
; The amount has a default value of 1 (so the caller doesn't have to pass it)
Function IncrementValue(int howMuch = 1)
myValue += howMuch
endFunction
Special Variables[edit | edit source]
There are two special variables in a function, but only in a non-global one. "Self" refers to the instance of the script that the function is running on, and is useful if you want to pass yourself as a parameter to another function somewhere else.
"Parent" is only used to call a parent script's version of a function, in the case where you extend the parent.
Examples[edit | edit source]
; Pass our self off to another function
SomeObject.OtherFunction(self)
; Call the parent's version of DoStuff, ignoring our local definition
Parent.DoStuff()
Calling Functions[edit | edit source]
Global function:
[<identifier> '.'] <identifier> '(' [<parameters>] ')'
Non-global function:
[<expression> '.'] <identifier> '(' [<parameters>] ')'
Calling a function simply involves using the function's identifier, followed by parenthesis, and any parameters that the function takes. The return value of the function is the result of the function call and can be assigned to a variable, or used to call another function or property.
If you are calling a function from outside the current script or script fragment, note that no properties defined in the function's own script will be valid when it is called. Therefore you must pass any properties you wish to use in the function as parameters, defined in the calling script.
If you are calling a global function and the function's owning script isn't the current script or isn't imported, then you must prefix it with the name of the script the function resides in.
If you are calling a non-global function and it isn't on yourself, then you must prefix it with the object you want to call it on.
Parameters[edit | edit source]
<parameters> ::= <parameter> (',' <parameter>)* <parameter> ::= [<identifier> '='] <expression>
The parameter list is a comma-separated list of expressions in the same order as the parameters are listed in the function definition. If a parameter is optional, it does not have to be passed (the default value is inserted by the compiler into the call location). You may specify parameters out of order by prefixing the expression with the identifier of the parameter (matching the name of the parameter in the definition) followed by an equals sign.
Examples[edit | edit source]
; Call the function: MyFunction(int a, int b) and get the result and put it in x
x = MyFunction(1, 2)
; Call the function DefaultFunction(float a, float b, float c = 0.0, float d = 1.0) on MyObject,
; but only pass in the first three parameters
MyObject.DefaultFunction(4.0, 2.0, 1.0)
; Call the function DefaultFunction(float a, float b, float c = 0.0, float d = 1.0), but specify
; argument d out of order because we want c to keep the default it has
DefaultFunction(5.0, 2.4, d = 2.0)
; Call the global function MyGlobal() in the Utility script
Utility.MyGlobal()