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

Two state animated element class. More...

Inheritance diagram for Dragengine.Scenery.TwoStateAnimatedElementClass:
Dragengine.Scenery.SimpleElementClass Dragengine.Scenery.BehaviorElementClass Dragengine.Scenery.ElementClass Dragengine.ResourceListener

Public Member Functions

ElementClass duplicateNamed (String classname)
 Create duplicate of class with new name. More...
 
ECBehaviorTwoStateAnimated getAnimated ()
 Two state animated behavior. More...
 
TwoStateAnimatedElementClass new ()
 Create element class using loaders from BaseGameApp. More...
 
TwoStateAnimatedElementClass new (Loaders loaders, TSTriggerTable triggerTable)
 Create element class. More...
 
TwoStateAnimatedElementClass new (String className)
 Create element class using loaders from BaseGameApp. More...
 
TwoStateAnimatedElementClass new (String className, Loaders loaders, TSTriggerTable triggerTable)
 Create element class. More...
 
- Public Member Functions inherited from Dragengine.Scenery.SimpleElementClass
ECBehaviorAttachToParent getAttachToParent ()
 Attach to parent behavior. More...
 
ECBehaviorCollider getCollider ()
 Collider behavior. More...
 
ECBehaviorComponent getComponent ()
 Component behavior. More...
 
ECBehaviorNavigationSpace getNavigationSpace ()
 Navigation space behavior. More...
 
SimpleElementClass new (Loaders loaders)
 Create element class. More...
 
SimpleElementClass new (String className, Loaders loaders)
 Create element class. More...
 
- Public Member Functions inherited from Dragengine.Scenery.BehaviorElementClass
void addBehavior (ECBehavior behavior)
 Add behavior. More...
 
void addPrepareStubBehavior (BehaviorPrepareStub behavior)
 Add behavior to be notified before initialization is done. More...
 
Array collectBehaviors (Block ablock)
 Collect behaviors with block into Array. More...
 
void createAndAddElement (StubElement stub, GameWorld gameWorld)
 Create element from given stub and add it to game world. More...
 
void dispose ()
 Dispose of element class. More...
 
ECBehavior findBehavior (Block ablock)
 Find behavior with block. More...
 
void forEachBehavior (Block ablock)
 Visit behaviors with block. More...
 
void forEachBehaviorDirect (Block ablock)
 Visit behaviors with block. More...
 
ECBehavior getBehaviorAt (int index)
 Behavior at index. More...
 
- Public Member Functions inherited from Dragengine.Scenery.ElementClass
void addProperty (ElementClassProperty property)
 Add property. More...
 
void copyPropertyValues (ElementClass eclass)
 Copy values of properties from another class to properties of this class. More...
 
Element createElement (StubElement stub)
 Create element instance from stub. More...
 
bool equals (Object obj)
 Element class is equal to another object. More...
 
void failedLoading (String path, ResourceLoaderType resourceType)
 Resource failed loading. More...
 
void finishedLoading (String path, ResourceLoaderType resourceType, Object resource)
 Resource finished loading successfully. More...
 
void forEachProperty (Block ablock)
 Visit properties with block with parameter ElementClass. More...
 
String getBasePath ()
 Base path for relative loading of resource properties. More...
 
CodecPropertyString getCodecPropertyString ()
 Property codec helper. More...
 
bool getIsXmlElementClass ()
 Element class is an XML element class. More...
 
bool getPersistable ()
 Element class is persistable to file writers. More...
 
int getPropertyCount ()
 Number of properties. More...
 
ElementClassProperty getPropertyNamed (String name)
 Named property or null if absent. More...
 
Array getPropertyNames ()
 List of property names as array of strings. More...
 
TSTriggerExpressionParser getTriggerExpressionParser ()
 Trigger expression parser. More...
 
int hashCode ()
 Hash code. More...
 
bool hasPropertyNamed (String name)
 Named property is present. More...
 
Object injectProperty (Object injectValue, Block ablock)
 Process value visiting properties. More...
 
void loadAndAddElement (PersistencyEnvironment env, StubElement stub, FileReader reader, GameWorld gameWorld)
 Load element from file reader and add it to game world. More...
 
Element loadElement (PersistencyEnvironment env, StubElement stub, FileReader reader)
 Load element from file reader. More...
 
void removeAllProperties ()
 Remove all properties. More...
 
void removeProperty (ElementClassProperty property)
 Remove property. More...
 
void setBasePath (String path)
 Set base path for relative loading of resource properties. More...
 
void setIsXmlElementClass (bool isXmlElementClass)
 Set if element class is an XML element class. More...
 
void setPersistable (bool persistable)
 Set element class is persistable to file writers. More...
 
void setPropertyValue (String name, Object value)
 Set value of named property. More...
 
Notification

Protected Member Functions

Element createElement ()
 Create element instance. More...
 

Additional Inherited Members

- Static Public Member Functions inherited from Dragengine.Scenery.ElementClass
static CodecPropertyString getSharedCodecPropertyString ()
 Shared property codec helper. More...
 
static TSTriggerExpressionParser getSharedTriggerExpressionParser ()
 Shared trigger expression parser. More...
 
static void setSharedCodecPropertyString (CodecPropertyString codec)
 Set shared property codec helper. More...
 
static void setSharedTriggerExpressionParser (TSTriggerExpressionParser parser)
 Set shared trigger expression parser. More...
 

Detailed Description

Two state animated element class.

  • "deactivated": Controller used while the behavior is in deactivated state. This is typically an unclamped controller. If missing behavior does not think consuming no processing time.
  • "activated": Controller used while the behavior is in activated state. This is typically an unclamped controller. If missing behavior does not think consuming no processing time.
  • "activating": Controller used while behavior is transitioning from deactivated state to activated state. The transition ends when the controller reaches the upper limit. For this reason the controller has to be a clamped controller otherwise the transition never ends. If missing behavior transitions immediately to activated state.
  • "deactivating": Controller used while behavior is transitioning from activated state to deactivated state. The transition ends when the controller reaches the upper limit. For this reason the controller has to be a clamped controller otherwise the transition never ends. If missing behavior transitions immediately to deactivated state.
Activate Trigger

When changing to true the element is switched to the activated state. When changing to false the element is switched to the deactivated state. If the switch happens during transition time the transition is finished before switching.

Member Function Documentation

◆ createElement()

Element Dragengine.Scenery.TwoStateAnimatedElementClass.createElement ( )
protected

Create element instance.

Reimplemented from Dragengine.Scenery.SimpleElementClass.

◆ duplicateNamed()

ElementClass Dragengine.Scenery.TwoStateAnimatedElementClass.duplicateNamed ( String  classname)

Create duplicate of class with new name.

Reimplemented from Dragengine.Scenery.SimpleElementClass.

◆ getAnimated()

ECBehaviorTwoStateAnimated Dragengine.Scenery.TwoStateAnimatedElementClass.getAnimated ( )

Two state animated behavior.

◆ new() [1/4]

TwoStateAnimatedElementClass Dragengine.Scenery.TwoStateAnimatedElementClass.new ( )

Create element class using loaders from BaseGameApp.

Reimplemented from Dragengine.Scenery.SimpleElementClass.

◆ new() [2/4]

TwoStateAnimatedElementClass Dragengine.Scenery.TwoStateAnimatedElementClass.new ( Loaders  loaders,
TSTriggerTable  triggerTable 
)

Create element class.

◆ new() [3/4]

TwoStateAnimatedElementClass Dragengine.Scenery.TwoStateAnimatedElementClass.new ( String  className)

Create element class using loaders from BaseGameApp.

Reimplemented from Dragengine.Scenery.SimpleElementClass.

◆ new() [4/4]

TwoStateAnimatedElementClass Dragengine.Scenery.TwoStateAnimatedElementClass.new ( String  className,
Loaders  loaders,
TSTriggerTable  triggerTable 
)

Create element class.


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