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{{Command|Comments=
#REDIRECT [[switch]]
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| arma |Game name=
 
|1.00|Game version=
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| Checks if the given parameter matches any [[case]]. If so, the code block of that case will be executed. After that the switch ends so no further cases will be checked.<br>
<br>
If a case has no code block, the code of the next case will automatically be executed. This makes it possible to formulate a logical '''"or"''' for cases which otherwise would contain the exact same code. (See example 4 below)<br>
The [[default]] block will be executed '''only if''' no case matches, no matter at which position inside the switch it is. It is not a case, and will '''never''' be entered by fallthrough.<br>
<br>
''switch'' returns whatever the return value of the executed case block is. If the condition is not matched by any case and there is no default, it returns [[true]]. |DESCRIPTION=
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| switch '''do''' block |SYNTAX=
 
|p1= switch: [[Switch Type]] |PARAMETER1=
 
|p2= block: [[Code]] |PARAMETER2=
 
| [[Anything]] or [[true]] |RETURNVALUE=
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|x1= <code>[[switch]] (_a) [[do]] { [[case]] 1 : { /*...code...*/ }; [[case]] 2 : { /*...code...*/ }; [[default]] { /*...code...*/ }; };</code>
<br>
<code>[[switch]] (_condition) [[do]] {
    [[case]] 1: { [[hint]] "1" };
    [[case]] 2: { [[hint]] "2" };
    [[default]] { [[hint]] "default" };
};</code>
<br>
<code>[[switch]] (_condition) [[do]] {
    [[case]] "string1";
    [[case]] "string2": { [[hint]] "string1 or string2" };
    [[case]] "string3";
    [[case]] "string4": { [[hint]] "string3 or string4" };
    [[default]] { [[hint]] "default" };
};</code> |EXAMPLE1=
 
|x2= <code>_color = [[switch]] ([[side]] [[player]]) [[do]] {
    [[case]] [[west]]: { "ColorGreen" };
    [[case]] [[east]]: { "ColorRed" };
};</code>
 
|x3= <code>_fn_moveForward = { /*...code...*/ };
_fn_moveBackward = { /*...code...*/ };
_fn_invalidKey = { /*...code...*/ };
[[switch]] [[true]] [[do]] {
    [[case]] (_dikCode [[in]] [[actionKeys]] "MoveForward"): _fn_moveForward;
    [[case]] (_dikCode [[in]] [[actionKeys]] "MoveBackward"): _fn_moveBackward;
    [[default]] _fn_invalidKey;
};</code> |EXAMPLE3=
 
|x4= <code>[[switch]] _var [[do]] {
    [[case]] "0";
    [[default]] { [[hint]] [[str]] ["default", _var] };
    [[case]] "3": { [[hint]] [[str]] ["3", _var] };
    [[case]] "1";
    [[case]] "4";
    [[case]] "2": { [[hint]] [[str]] ["2", _var] };
};</code>
<pre>_var = "0"; //-> ["3", "0"]
_var = "1"; //-> ["2", "1"]
_var = "2"; //-> ["2", "2"]
_var = "3"; //-> ["3", "3"]
_var = "4"; //-> ["2", "4"]
_var = "5"; //-> ["default", "5"]</pre> |EXAMPLE4=
 
| [[Control Structures]], [[a:b]], [[case]], [[default]] |SEEALSO=
 
}}
 
<h3 style="display:none">Notes</h3>
<dl class="command_description">
<!-- Note Section BEGIN -->
 
<dd class="notedate">Posted on 07 Aug, 2008
<dt class="note">[[User:ColonelSandersLite|ColonelSandersLite]]<dd class="note"><br>
Be careful of the parenthesis around the variable you're switching on.  If you accidentally use braces instead (ex: switch {_myVar} do{...), it won't error, but will always return default.<br>
 
 
<dd class="notedate">Posted on 11 Aug, 2008
<dt class="note">[[User:Dr_Eyeball|Dr_Eyeball]]<dd class="note">
Using [[switch]] with strings is case-sensitive, (unlike string comparisons).
 
 
<dd class="notedate">Posted on 12 Aug, 2008
<dt class="note">[[User:General_Barron|General Barron]]<dd class="note">
To be safe about the case sensitivity issue, use the [[toLower]] or [[toUpper]] command to force all strings to a certain case.
 
 
<dd class="notedate">Posted on 06 Oct, 2009
<dt class="note">[[User:Iva|Iva]]<dd class="note">
It's possible to use [[Boolean]] value as a switch and [[Code]] as case. One thing to take special care in such case is that code must be in parentheses. Example:
<code>
[[switch]] ([[true]]) [[do]]
{
[[case]] (_boolVar): {someCode};
[[case]] (unit1 [[distance]] unit2 > 5): {someCode};
};
</code>
 
 
<!-- Note Section END -->
</dl>
 
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Armed Assault|{{uc:{{PAGENAME}}}}]]
 
[[Category:Command Group: Program Flow|{{uc:{{PAGENAME}}}}]]
 
<!-- CONTINUE Notes -->
<dl class="command_description">
<dd class="notedate">Posted on November 6, 2014 - 16:33 (UTC)</dd>
<dt class="note">[[User:Eggbeast|Eggbeast]]</dt>
<dd class="note">
BEWARE:
<br>Sometimes, and I'm unsure why, numbers are treated differently (A2OA 1.63) with quote-wraps that worked
<br>in earlier code now not working unless quote-wraps are removed, with otherwise identical code.
<br><code>
_number1 = (floor random 10)
switch (_number1) do
{
case "0":
{
  _vehicle setobjecttexture[0,"\mymodpath\textures\num1.paa"];
};
//etc
};
</code>
<br>
<br>this one below works, and the one above stopped working with 1.63
<br>
<code>
switch (_number1) do
{
case 0:
{
  _vehicle setobjecttexture[0,"\mymodpath\textures\num1.paa"];
};
//etc
};
</code>
</dd>
</dl>
<!-- DISCONTINUE Notes -->
 
<!-- CONTINUE Notes -->
<dl class="command_description">
<dd class="notedate">Posted on December 13, 2014 - 22:41 (UTC)</dd>
<dt class="note">[[User:Commy2|Commy2]]</dt>
<dd class="note">
 
As of Arma 3 v1.36, switch returns true (BOOL) if the condition doesn't match any case and no default block is defined.<br>
<br>
switch (0) do {case (1): {"one"};}<br>
-> true
 
</dd>
</dl>
<!-- DISCONTINUE Notes -->
 
<!-- CONTINUE Notes -->
<dl class="command_description">
<dd class="notedate">Posted on December 14, 2014 - 04:18 (UTC)</dd>
<dt class="note">[[User:DreadedEntity|DreadedEntity]]</dt>
<dd class="note">
Function names can be used in place of code, as shown in Example 3.
</dd>
</dl>
<!-- DISCONTINUE Notes -->

Latest revision as of 16:14, 6 June 2021

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