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

Behavior instance. More...

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

Classes

class  ActivateListener
 Trigger listener to activate light. More...
 

Public Member Functions

void addListener (Listener listener)
 Add listener. More...
 
void addToGameWorld ()
 Add element to game world. More...
 
void dispose ()
 Dispose of composeable instance. More...
 
bool getActivated ()
 Light is activated. More...
 
ECBehaviorCollider.Instance getCollider ()
 Collider behavior or null if not attached. More...
 
bool getCustomLightHandling ()
 Light parameters are handled by another behavior. More...
 
ECBehaviorLight getECBehavior ()
 Behavior. More...
 
Light getLight ()
 Light. More...
 
ECBehaviorTriggered.Instance getTrigger ()
 Trigger activate or null. More...
 
void init (StubElement stub)
 Initialize element from stub. More...
 
Instance new (ECBehaviorLight ecbehavior, BehaviorElement element)
 Create element. More...
 
void notifyParametersChanged ()
 Notify listeners light parameters changed. More...
 
void readFromFile (PersistencyEnvironment env, FileReader reader)
 Read element from file. More...
 
void removeFromGameWorld ()
 Remove element from game world. More...
 
void removeListener (Listener listener)
 Remove listener. More...
 
void setActivated (bool activated)
 Set if light is activated. More...
 
void setCustomLightHandling (bool customLightHandling)
 Set if light parameters are handled by another behavior. More...
 
void stateChanged ()
 State changed (visible, touchable). More...
 
void toggle ()
 Toggle light activated state. More...
 
void writeToFile (PersistencyEnvironment env, FileWriter writer)
 
- Public Member Functions inherited from Dragengine.Scenery.DefaultECBehaviorInstance
void attachToParent (Element parent)
 Attach element to object set by the mapper in the IGDE World Editor. More...
 
void enterFrame ()
 Frame update started. 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 think (float elapsed)
 Think about what to do for the next frame update. More...
 

Protected Member Functions

void addShadowIgnoreComponents (StubElement stub)
 Add components to ignore while casting shadows. More...
 
void attachLight (StubElement stub, ECBehaviorCollider.Instance collider)
 Attach light to collider. More...
 
Light createLight (StubElement stub)
 Create light. More...
 
ECBehaviorTriggered.Instance getTriggerBehavior ()
 Get activate trigger behavior. 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.ECBehaviorLight.Instance.addListener ( Listener  listener)

Add listener.

◆ addShadowIgnoreComponents()

void Dragengine.Scenery.ECBehaviorLight.Instance.addShadowIgnoreComponents ( StubElement  stub)
protected

Add components to ignore while casting shadows.

Version
1.4

Default implementation calls ECBehaviorLight.forEachIgnoreComponent() and adds all visited components as components to ignore.

◆ addToGameWorld()

void Dragengine.Scenery.ECBehaviorLight.Instance.addToGameWorld ( )

Add element to game world.

Reimplemented from Dragengine.Scenery.DefaultECBehaviorInstance.

◆ attachLight()

void Dragengine.Scenery.ECBehaviorLight.Instance.attachLight ( StubElement  stub,
ECBehaviorCollider.Instance  collider 
)
protected

Attach light to collider.

Default implementation calls ECComposeAttachResource.attach().

◆ createLight()

Light Dragengine.Scenery.ECBehaviorLight.Instance.createLight ( StubElement  stub)
protected

Create light.

Default implementation calls ECComposeLight.createLight().

◆ dispose()

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

Dispose of composeable instance.

Reimplemented from Dragengine.Scenery.DefaultECBehaviorInstance.

◆ getActivated()

bool Dragengine.Scenery.ECBehaviorLight.Instance.getActivated ( )

Light is activated.

◆ getCollider()

ECBehaviorCollider.Instance Dragengine.Scenery.ECBehaviorLight.Instance.getCollider ( )

Collider behavior or null if not attached.

◆ getCustomLightHandling()

bool Dragengine.Scenery.ECBehaviorLight.Instance.getCustomLightHandling ( )

Light parameters are handled by another behavior.

◆ getECBehavior()

ECBehaviorLight Dragengine.Scenery.ECBehaviorLight.Instance.getECBehavior ( )

Behavior.

◆ getLight()

Light Dragengine.Scenery.ECBehaviorLight.Instance.getLight ( )

◆ getTrigger()

ECBehaviorTriggered.Instance Dragengine.Scenery.ECBehaviorLight.Instance.getTrigger ( )

Trigger activate or null.

◆ getTriggerBehavior()

ECBehaviorTriggered.Instance Dragengine.Scenery.ECBehaviorLight.Instance.getTriggerBehavior ( )
protected

Get activate trigger behavior.

Default implementation uses owner class trigger behavior. If getSyncTrigger() of parent ECBehaviorLight is not null uses referenced behavior trigger behavior.

◆ init()

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

Initialize element from stub.

Reimplemented from Dragengine.Scenery.DefaultECBehaviorInstance.

◆ new()

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

Create element.

◆ notifyParametersChanged()

void Dragengine.Scenery.ECBehaviorLight.Instance.notifyParametersChanged ( )

Notify listeners light parameters changed.

Call this method after changing light parameters other than (de)activating light.

◆ readFromFile()

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

Read element from file.

Reimplemented from Dragengine.Scenery.DefaultECBehaviorInstance.

◆ removeFromGameWorld()

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

Remove element from game world.

Reimplemented from Dragengine.Scenery.DefaultECBehaviorInstance.

◆ removeListener()

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

Remove listener.

◆ setActivated()

void Dragengine.Scenery.ECBehaviorLight.Instance.setActivated ( bool  activated)

Set if light is activated.

◆ setCustomLightHandling()

void Dragengine.Scenery.ECBehaviorLight.Instance.setCustomLightHandling ( bool  customLightHandling)

Set if light parameters are handled by another behavior.

◆ stateChanged()

void Dragengine.Scenery.ECBehaviorLight.Instance.stateChanged ( )

State changed (visible, touchable).

Reimplemented from Dragengine.Scenery.DefaultECBehaviorInstance.

◆ toggle()

void Dragengine.Scenery.ECBehaviorLight.Instance.toggle ( )

Toggle light activated state.

◆ writeToFile()

void Dragengine.Scenery.ECBehaviorLight.Instance.writeToFile ( PersistencyEnvironment  env,
FileWriter  writer 
)

Writes the element to a file.

Reimplemented from Dragengine.Scenery.DefaultECBehaviorInstance.


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