Drag[en]gine Script Module DragonScript
1.21
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Behavior element behavior adding support to attach other behavior elements. More...
Classes | |
class | BlockListenerFactory |
Factory creating listeners using block. More... | |
class | DefaultListener |
Default implementation of behavior instance listener. More... | |
class | Instance |
Behavior instance. More... | |
interface | Listener |
Listener for behavior instance events. More... | |
interface | ListenerFactory |
Factory creating listeners. More... | |
Public Member Functions | |
void | addListenerFactory (Block blockFactory) |
Add listener factory using block. More... | |
void | addListenerFactory (ListenerFactory factory) |
Add listener factory. More... | |
void | createListeners (Instance instance) |
Create listeners from factories adding them to behavior instance. More... | |
void | dispose () |
Dispose of behavior. More... | |
void | forEachListenerFactory (Block ablock) |
Visit listener factories with block with argument ListenerFactory. More... | |
ECPString | getBone () |
Bone to attach to or empty string to attach to collider. More... | |
ECBehaviorCollider | getCollider () |
Collider behavior or null if not used. More... | |
ECPVector | getOrientation () |
Orientation to attach to. More... | |
ECPVector | getPosition () |
Position to attach to. More... | |
ECBehaviorVRHand | getVRHand () |
VR Hand behavior or null if not used. More... | |
ECBehaviorAttachSlot | new (BehaviorElementClass eclass, ECBehaviorCollider collider) |
Create behavior element class. More... | |
ECBehaviorAttachSlot | new (BehaviorElementClass eclass, ECBehaviorCollider collider, ECBehaviorVRHand vrHand, String id, String prefix) |
Create behavior element class. More... | |
ECBehaviorAttachSlot | new (BehaviorElementClass eclass, ECBehaviorCollider collider, String id) |
Create behavior element class. More... | |
ECBehaviorAttachSlot | new (BehaviorElementClass eclass, ECBehaviorCollider collider, String id, String prefix) |
Create behavior element class. More... | |
void | setAttachBone (String bone) |
Set attach parameters for bone attaching using zero position and rotation. More... | |
void | setAttachBone (String bone, Vector position, Vector rotation) |
Set attach parameters for bone attaching. More... | |
void | setAttachStatic (Vector position, Vector rotation) |
Set attach parameters for static attaching. More... | |
void | setCollider (ECBehaviorCollider collider) |
Set collider behavior or null if not used. More... | |
void | setVRHand (ECBehaviorVRHand vrHand) |
Set VR Hand behavior or null if not used. More... | |
Public Member Functions inherited from Dragengine.Scenery.DefaultECBehavior | |
void | assignInstanceIndex (int instanceIndex) |
Assign instance index. More... | |
String | getBehaviorID () |
Unique identifier of behavior. More... | |
String | getID () |
Identifier. More... | |
int | getInstanceIndex () |
Instance index. More... | |
void | loadSupportedData (String identifier, PersistencyEnvironment env, FileReader reader, ECBehaviorInstance instance) |
Load instance data of another behavior. More... | |
bool | supportsBehaviorID (String identifier) |
Behavior supports loading instance data of another behavior. More... | |
Public Member Functions inherited from Dragengine.Scenery.ECBehavior | |
ECBehaviorInstance | createInstance (BehaviorElement element) |
Create Behavior instance. More... | |
Static Public Member Functions | |
static ECBehaviorAttachSlot | getBehaviorIn (BehaviorElementClass eclass) |
Get behavior in element class or null if absent. More... | |
Additional Inherited Members | |
Protected Member Functions inherited from Dragengine.Scenery.DefaultECBehavior | |
DefaultECBehavior | new (BehaviorElementClass eclass) |
Create default composeable behavior with empty identifier. More... | |
DefaultECBehavior | new (BehaviorElementClass eclass, String id) |
Create default composeable behavior. More... | |
void | setBehaviorID (String identifier) |
Set behavior identifier. More... | |
void | useClassNameAsBehaviorID () |
Set behavior identifier to "<class-name>:<identifier>". More... | |
void | useFullyQualifiedClassNameAsBehaviorID () |
Set behavior identifier to "<fully-qualified-class-name>:<identifier>". More... | |
Behavior element behavior adding support to attach other behavior elements.
Provides an attachment slot where one ECBehaviorAttachable supporting element can be attached to. The slot behavior is responsible to persist the UniqueID of the attachable. Attachable is added to game world during addToGameWorld() if not in the game world already. Attachable is remove from game world during removeFromGameWorld() if in the game world. If attachable is present while behavior instance is disposed then attachable will be safely disposed using Element.safeDispose() .
Element class properties have the prefix "attachSlot{(id)}.".
This behavior uses ECBehaviorCollider or ECBehaviorVRHand if present.
This behavior does require the element class to be persistable (setPersistable).
Added support for ECBehaviorVRHand to be used instead of ECBehaviorCollider.
void Dragengine.Scenery.ECBehaviorAttachSlot.addListenerFactory | ( | Block | blockFactory | ) |
void Dragengine.Scenery.ECBehaviorAttachSlot.addListenerFactory | ( | ListenerFactory | factory | ) |
Add listener factory.
void Dragengine.Scenery.ECBehaviorAttachSlot.createListeners | ( | Instance | instance | ) |
Create listeners from factories adding them to behavior instance.
void Dragengine.Scenery.ECBehaviorAttachSlot.dispose | ( | ) |
Dispose of behavior.
Reimplemented from Dragengine.Scenery.DefaultECBehavior.
void Dragengine.Scenery.ECBehaviorAttachSlot.forEachListenerFactory | ( | Block | ablock | ) |
Visit listener factories with block with argument ListenerFactory.
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static |
Get behavior in element class or null if absent.
Use this method to check if a particular BehaviorElementClass contains a behavior of type ECBehaviorComponent.
ECPString Dragengine.Scenery.ECBehaviorAttachSlot.getBone | ( | ) |
Bone to attach to or empty string to attach to collider.
ECBehaviorCollider Dragengine.Scenery.ECBehaviorAttachSlot.getCollider | ( | ) |
Collider behavior or null if not used.
ECPVector Dragengine.Scenery.ECBehaviorAttachSlot.getOrientation | ( | ) |
Orientation to attach to.
ECPVector Dragengine.Scenery.ECBehaviorAttachSlot.getPosition | ( | ) |
Position to attach to.
ECBehaviorVRHand Dragengine.Scenery.ECBehaviorAttachSlot.getVRHand | ( | ) |
VR Hand behavior or null if not used.
ECBehaviorAttachSlot Dragengine.Scenery.ECBehaviorAttachSlot.new | ( | BehaviorElementClass | eclass, |
ECBehaviorCollider | collider | ||
) |
Create behavior element class.
These values are optional and can be null: collider.
ECBehaviorAttachSlot Dragengine.Scenery.ECBehaviorAttachSlot.new | ( | BehaviorElementClass | eclass, |
ECBehaviorCollider | collider, | ||
ECBehaviorVRHand | vrHand, | ||
String | id, | ||
String | prefix | ||
) |
Create behavior element class.
These values are optional and can be null:
ECBehaviorAttachSlot Dragengine.Scenery.ECBehaviorAttachSlot.new | ( | BehaviorElementClass | eclass, |
ECBehaviorCollider | collider, | ||
String | id | ||
) |
Create behavior element class.
These values are optional and can be null: collider.
ECBehaviorAttachSlot Dragengine.Scenery.ECBehaviorAttachSlot.new | ( | BehaviorElementClass | eclass, |
ECBehaviorCollider | collider, | ||
String | id, | ||
String | prefix | ||
) |
Create behavior element class.
These values are optional and can be null: collider.
void Dragengine.Scenery.ECBehaviorAttachSlot.setAttachBone | ( | String | bone | ) |
Set attach parameters for bone attaching using zero position and rotation.
void Dragengine.Scenery.ECBehaviorAttachSlot.setAttachBone | ( | String | bone, |
Vector | position, | ||
Vector | rotation | ||
) |
Set attach parameters for bone attaching.
Set attach parameters for static attaching.
void Dragengine.Scenery.ECBehaviorAttachSlot.setCollider | ( | ECBehaviorCollider | collider | ) |
Set collider behavior or null if not used.
void Dragengine.Scenery.ECBehaviorAttachSlot.setVRHand | ( | ECBehaviorVRHand | vrHand | ) |
Set VR Hand behavior or null if not used.