Drag[en]gine Script Module DragonScript  1.21
Dragengine.Scenery.ECBehaviorActorMover.Instance Class Reference

Behavior instance. More...

Inheritance diagram for Dragengine.Scenery.ECBehaviorActorMover.Instance:
Dragengine.Scenery.DefaultECBehaviorInstance Dragengine.Scenery.ECBehaviorInstance

Classes

class  RidableChanged
 Ridable changed. More...
 

Public Member Functions

void addListener (Listener listener)
 Add listener. More...
 
void arrivedAtGoal ()
 Arrive at target. More...
 
void calculateRemainingDistance ()
 Calculate remaining distance from next path point to goal position along meters. More...
 
void continueMoving ()
 Continue moving. More...
 
void dispose ()
 Dispose of behavior instance. More...
 
void enterFrame ()
 Frame update started. More...
 
ECBehaviorConversationActor.Instance getConversationActor ()
 Conversation actor if present. More...
 
float getDistanceToGoal ()
 Remaining distance from current position to goal position along path in meters. More...
 
ECBehaviorActorMover getECBehavior ()
 Behavior. More...
 
ElementResolver getElementResolver ()
 Element resolver used during loading or null if not set. More...
 
bool getEnableLimitTurnAngle ()
 Enable limit turning angle. More...
 
float getGoalDistance ()
 Distance along path below which actor arrive at target is triggered. More...
 
DVector getGoalPosition ()
 Goal to move to or null if not set. More...
 
float getLimitTurnAngle ()
 Turning angle limit in degrees if enabled. More...
 
ECBehaviorLocomotion.Instance getLocomotion ()
 Locomotion behavior. More...
 
ECBehaviorNavigator.Instance getNavigator ()
 Navigator behavior. More...
 
int getNextPathPoint ()
 Next path point to move to or path point count if the actor is at the goal. More...
 
DVector getNextPlaneNormal ()
 Move to next path plane normal. More...
 
NavigatorPath getPath ()
 Path or null if not calculated. More...
 
bool getPause ()
 Pause moving. More...
 
ECBehaviorRidable.Instance getRidable ()
 Rideable the actor is standing upon or null. More...
 
ECBehaviorCollider.Instance getRidableCollider ()
 Rideable collider the actor is standing upon or null. More...
 
ECBehaviorRideOn.Instance getRideOn ()
 Ride on behavior if present. More...
 
float getSpeed ()
 Movement speed. More...
 
float getWorldDistanceNextPoint ()
 Distance from actor to next corner if present along normal. More...
 
DVector getWorldNextPathPoint ()
 Next path point to move to or null if the actor is at the goal. More...
 
DVector getWorldNextPlaneNormal ()
 Move to next path plane normal or null if the actor is at the goal. More...
 
bool hasGoal ()
 Goal is set and actor is moved by this mover. More...
 
bool hasNextPathPoint ()
 Has next point. More...
 
bool hasNoGoal ()
 Goal is not set and actor is not moved by this mover. More...
 
void init (StubElement stub)
 Initialize behavior from stub. More...
 
void moveTo (DVector goal)
 Move to goal. More...
 
void moveTo (DVector goal, float distance)
 Move to goal. More...
 
Instance new (ECBehaviorActorMover ecbehavior, BehaviorElement element)
 Create behavior instance. More...
 
void onRidableChanged ()
 Ridable changed. More...
 
void pauseMoving ()
 Pause moving. More...
 
void placeOnPath (float position)
 Place actor on position relative on remaining path. More...
 
void readFromFile (PersistencyEnvironment env, FileReader reader)
 Read behavior from file. More...
 
void removeFromGameWorld ()
 Remove element from game world. More...
 
void removeListener (Listener listener)
 Remove listener. More...
 
void setEnableLimitTurnAngle (bool enabled)
 Set if limit turning angle is enabled. More...
 
void setGoalDistance (float distance)
 Set distance along path below which actor arrive at target is triggered. More...
 
void setGoalPosition (DVector goal)
 Set goal to move to. More...
 
void setLimitTurnAngle (float angle)
 Set turning angle limit in degrees if enabled. More...
 
void setSpeed (float speed)
 Set movement speed. More...
 
void think (float elapsed)
 Think about what to do for the next frame update. More...
 
- Public Member Functions inherited from Dragengine.Scenery.DefaultECBehaviorInstance
void addToGameWorld ()
 Add element to game world. More...
 
void attachToParent (Element parent)
 Attach element to object set by the mapper in the IGDE World Editor. More...
 
void geometryChanged ()
 Position or orientation changed. More...
 
BehaviorElement getElement ()
 Behavior element to apply behavior to. More...
 
int getInstanceIndex ()
 Behavior instance index. More...
 
DefaultECBehaviorInstance new (BehaviorElement element)
 Create default composeable instance. More...
 
void postThink (float elapsed)
 Post thinking after physics processing is finished. More...
 
bool requiresEnterFrame ()
 Behavior instance requires enterFrame() to be called. More...
 
bool requiresThink ()
 Behavior instance requires think() to be called. More...
 
void stateChanged ()
 State changed (visble, touchable). More...
 
void writeToFile (PersistencyEnvironment env, FileWriter writer)
 Write behavior instance to file. More...
 

Public Attributes

ECBehaviorConversationActor.Instance pConversationActor
 
ECBehaviorActorMover pECBehavior
 
ElementResolver pElementResolver
 
bool pEnableLimitTurnAngle
 
float pGoalDistance
 
DVector pGoalPosition
 
float pLimitTurnAngle
 
Array pListeners
 
ECBehaviorLocomotion.Instance pLocomotion
 
ECBehaviorNavigator.Instance pNavigator
 
int pNextPathPoint
 
DVector pNextPlaneNormal
 
NavigatorPath pPath
 
bool pPause
 
float pRemainingDistance
 
ECBehaviorRidable.Instance pRidable
 
ECBehaviorCollider.Instance pRidableCollider
 
ECBehaviorRideOn.Instance pRideOn
 
float pSpeed
 

Protected Member Functions

void updateRequiresThinking ()
 Update requires thinking. More...
 
- Protected Member Functions inherited from Dragengine.Scenery.DefaultECBehaviorInstance
void setRequiresEnterFrame (bool required)
 Set if behavior instance requires enterFrame() to be called. More...
 
void setRequiresThink (bool required)
 Set if behavior instance requires think() to be called. More...
 

Detailed Description

Behavior instance.

Member Function Documentation

◆ addListener()

void Dragengine.Scenery.ECBehaviorActorMover.Instance.addListener ( Listener  listener)

Add listener.

◆ arrivedAtGoal()

void Dragengine.Scenery.ECBehaviorActorMover.Instance.arrivedAtGoal ( )

Arrive at target.

Calls stopMoving() and arrivedAtGoal() on listeners.

◆ calculateRemainingDistance()

void Dragengine.Scenery.ECBehaviorActorMover.Instance.calculateRemainingDistance ( )

Calculate remaining distance from next path point to goal position along meters.

◆ continueMoving()

void Dragengine.Scenery.ECBehaviorActorMover.Instance.continueMoving ( )

Continue moving.

◆ dispose()

void Dragengine.Scenery.ECBehaviorActorMover.Instance.dispose ( )

Dispose of behavior instance.

Reimplemented from Dragengine.Scenery.DefaultECBehaviorInstance.

◆ enterFrame()

void Dragengine.Scenery.ECBehaviorActorMover.Instance.enterFrame ( )

Frame update started.

Reimplemented from Dragengine.Scenery.DefaultECBehaviorInstance.

◆ getConversationActor()

ECBehaviorConversationActor.Instance Dragengine.Scenery.ECBehaviorActorMover.Instance.getConversationActor ( )

Conversation actor if present.

◆ getDistanceToGoal()

float Dragengine.Scenery.ECBehaviorActorMover.Instance.getDistanceToGoal ( )

Remaining distance from current position to goal position along path in meters.

◆ getECBehavior()

ECBehaviorActorMover Dragengine.Scenery.ECBehaviorActorMover.Instance.getECBehavior ( )

Behavior.

◆ getElementResolver()

ElementResolver Dragengine.Scenery.ECBehaviorActorMover.Instance.getElementResolver ( )

Element resolver used during loading or null if not set.

◆ getEnableLimitTurnAngle()

bool Dragengine.Scenery.ECBehaviorActorMover.Instance.getEnableLimitTurnAngle ( )

Enable limit turning angle.

◆ getGoalDistance()

float Dragengine.Scenery.ECBehaviorActorMover.Instance.getGoalDistance ( )

Distance along path below which actor arrive at target is triggered.

◆ getGoalPosition()

DVector Dragengine.Scenery.ECBehaviorActorMover.Instance.getGoalPosition ( )

Goal to move to or null if not set.

◆ getLimitTurnAngle()

float Dragengine.Scenery.ECBehaviorActorMover.Instance.getLimitTurnAngle ( )

Turning angle limit in degrees if enabled.

◆ getLocomotion()

ECBehaviorLocomotion.Instance Dragengine.Scenery.ECBehaviorActorMover.Instance.getLocomotion ( )

Locomotion behavior.

◆ getNavigator()

ECBehaviorNavigator.Instance Dragengine.Scenery.ECBehaviorActorMover.Instance.getNavigator ( )

Navigator behavior.

◆ getNextPathPoint()

int Dragengine.Scenery.ECBehaviorActorMover.Instance.getNextPathPoint ( )

Next path point to move to or path point count if the actor is at the goal.

◆ getNextPlaneNormal()

DVector Dragengine.Scenery.ECBehaviorActorMover.Instance.getNextPlaneNormal ( )

Move to next path plane normal.

◆ getPath()

NavigatorPath Dragengine.Scenery.ECBehaviorActorMover.Instance.getPath ( )

Path or null if not calculated.

◆ getPause()

bool Dragengine.Scenery.ECBehaviorActorMover.Instance.getPause ( )

Pause moving.

◆ getRidable()

ECBehaviorRidable.Instance Dragengine.Scenery.ECBehaviorActorMover.Instance.getRidable ( )

Rideable the actor is standing upon or null.

◆ getRidableCollider()

ECBehaviorCollider.Instance Dragengine.Scenery.ECBehaviorActorMover.Instance.getRidableCollider ( )

Rideable collider the actor is standing upon or null.

Version
1.5

◆ getRideOn()

ECBehaviorRideOn.Instance Dragengine.Scenery.ECBehaviorActorMover.Instance.getRideOn ( )

Ride on behavior if present.

◆ getSpeed()

float Dragengine.Scenery.ECBehaviorActorMover.Instance.getSpeed ( )

Movement speed.

◆ getWorldDistanceNextPoint()

float Dragengine.Scenery.ECBehaviorActorMover.Instance.getWorldDistanceNextPoint ( )

Distance from actor to next corner if present along normal.

Returns 0 if next corner or normal is not present.

◆ getWorldNextPathPoint()

DVector Dragengine.Scenery.ECBehaviorActorMover.Instance.getWorldNextPathPoint ( )

Next path point to move to or null if the actor is at the goal.

If present point is in world space (transformed by relative collider if present).

◆ getWorldNextPlaneNormal()

DVector Dragengine.Scenery.ECBehaviorActorMover.Instance.getWorldNextPlaneNormal ( )

Move to next path plane normal or null if the actor is at the goal.

If present normal is in world space (transformed by relative collider if present).

◆ hasGoal()

bool Dragengine.Scenery.ECBehaviorActorMover.Instance.hasGoal ( )

Goal is set and actor is moved by this mover.

◆ hasNextPathPoint()

bool Dragengine.Scenery.ECBehaviorActorMover.Instance.hasNextPathPoint ( )

Has next point.

If true is returned calls to getWorldNextPathPoint(), getWorldNextPlaneNormal() and getWorldDistanceNextPoint() will return non-null/non-0 value.

◆ hasNoGoal()

bool Dragengine.Scenery.ECBehaviorActorMover.Instance.hasNoGoal ( )

Goal is not set and actor is not moved by this mover.

◆ init()

void Dragengine.Scenery.ECBehaviorActorMover.Instance.init ( StubElement  stub)

Initialize behavior from stub.

Reimplemented from Dragengine.Scenery.DefaultECBehaviorInstance.

◆ moveTo() [1/2]

void Dragengine.Scenery.ECBehaviorActorMover.Instance.moveTo ( DVector  goal)

Move to goal.

◆ moveTo() [2/2]

void Dragengine.Scenery.ECBehaviorActorMover.Instance.moveTo ( DVector  goal,
float  distance 
)

Move to goal.

◆ new()

Instance Dragengine.Scenery.ECBehaviorActorMover.Instance.new ( ECBehaviorActorMover  ecbehavior,
BehaviorElement  element 
)

Create behavior instance.

◆ onRidableChanged()

void Dragengine.Scenery.ECBehaviorActorMover.Instance.onRidableChanged ( )

Ridable changed.

Called by RidableChanged. If overwritten do not forget to super-call.

◆ pauseMoving()

void Dragengine.Scenery.ECBehaviorActorMover.Instance.pauseMoving ( )

Pause moving.

◆ placeOnPath()

void Dragengine.Scenery.ECBehaviorActorMover.Instance.placeOnPath ( float  position)

Place actor on position relative on remaining path.

Parameters
positionValue in range 0 (current position) to 1 (goal position) along path.

◆ readFromFile()

void Dragengine.Scenery.ECBehaviorActorMover.Instance.readFromFile ( PersistencyEnvironment  env,
FileReader  reader 
)

Read behavior from file.

Reimplemented from Dragengine.Scenery.DefaultECBehaviorInstance.

◆ removeFromGameWorld()

void Dragengine.Scenery.ECBehaviorActorMover.Instance.removeFromGameWorld ( )

Remove element from game world.

Reimplemented from Dragengine.Scenery.DefaultECBehaviorInstance.

◆ removeListener()

void Dragengine.Scenery.ECBehaviorActorMover.Instance.removeListener ( Listener  listener)

Remove listener.

◆ setEnableLimitTurnAngle()

void Dragengine.Scenery.ECBehaviorActorMover.Instance.setEnableLimitTurnAngle ( bool  enabled)

Set if limit turning angle is enabled.

◆ setGoalDistance()

void Dragengine.Scenery.ECBehaviorActorMover.Instance.setGoalDistance ( float  distance)

Set distance along path below which actor arrive at target is triggered.

◆ setGoalPosition()

void Dragengine.Scenery.ECBehaviorActorMover.Instance.setGoalPosition ( DVector  goal)

Set goal to move to.

◆ setLimitTurnAngle()

void Dragengine.Scenery.ECBehaviorActorMover.Instance.setLimitTurnAngle ( float  angle)

Set turning angle limit in degrees if enabled.

◆ setSpeed()

void Dragengine.Scenery.ECBehaviorActorMover.Instance.setSpeed ( float  speed)

Set movement speed.

◆ think()

void Dragengine.Scenery.ECBehaviorActorMover.Instance.think ( float  elapsed)

Think about what to do for the next frame update.

Reimplemented from Dragengine.Scenery.DefaultECBehaviorInstance.

◆ updateRequiresThinking()

void Dragengine.Scenery.ECBehaviorActorMover.Instance.updateRequiresThinking ( )
protected

Update requires thinking.

Version
1.21

Member Data Documentation

◆ pConversationActor

ECBehaviorConversationActor.Instance Dragengine.Scenery.ECBehaviorActorMover.Instance.pConversationActor

◆ pECBehavior

ECBehaviorActorMover Dragengine.Scenery.ECBehaviorActorMover.Instance.pECBehavior

◆ pElementResolver

ElementResolver Dragengine.Scenery.ECBehaviorActorMover.Instance.pElementResolver

◆ pEnableLimitTurnAngle

bool Dragengine.Scenery.ECBehaviorActorMover.Instance.pEnableLimitTurnAngle

◆ pGoalDistance

float Dragengine.Scenery.ECBehaviorActorMover.Instance.pGoalDistance

◆ pGoalPosition

DVector Dragengine.Scenery.ECBehaviorActorMover.Instance.pGoalPosition

◆ pLimitTurnAngle

float Dragengine.Scenery.ECBehaviorActorMover.Instance.pLimitTurnAngle

◆ pListeners

Array Dragengine.Scenery.ECBehaviorActorMover.Instance.pListeners

◆ pLocomotion

ECBehaviorLocomotion.Instance Dragengine.Scenery.ECBehaviorActorMover.Instance.pLocomotion

◆ pNavigator

ECBehaviorNavigator.Instance Dragengine.Scenery.ECBehaviorActorMover.Instance.pNavigator

◆ pNextPathPoint

int Dragengine.Scenery.ECBehaviorActorMover.Instance.pNextPathPoint

◆ pNextPlaneNormal

DVector Dragengine.Scenery.ECBehaviorActorMover.Instance.pNextPlaneNormal

◆ pPath

NavigatorPath Dragengine.Scenery.ECBehaviorActorMover.Instance.pPath

◆ pPause

bool Dragengine.Scenery.ECBehaviorActorMover.Instance.pPause

◆ pRemainingDistance

float Dragengine.Scenery.ECBehaviorActorMover.Instance.pRemainingDistance

◆ pRidable

ECBehaviorRidable.Instance Dragengine.Scenery.ECBehaviorActorMover.Instance.pRidable

◆ pRidableCollider

ECBehaviorCollider.Instance Dragengine.Scenery.ECBehaviorActorMover.Instance.pRidableCollider

◆ pRideOn

ECBehaviorRideOn.Instance Dragengine.Scenery.ECBehaviorActorMover.Instance.pRideOn

◆ pSpeed

float Dragengine.Scenery.ECBehaviorActorMover.Instance.pSpeed

The documentation for this class was generated from the following file: