Drag[en]gine Script Module DragonScript
1.23
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Behavior instance. More...
Classes | |
class | ColliderAIListener |
Collider AI listener forwarding to Action/AI. More... | |
class | ConvoActorListener |
Conversation actor listener forwarding to Action/AI. More... | |
class | PlayerTakeControlListener |
Forward player takes controll to Action/AI. More... | |
Public Member Functions | |
void | addToGameWorld () |
Add element to game world. More... | |
void | dispose () |
Dispose of behavior instance. More... | |
void | enterFrame () |
Frame update started. More... | |
BaseActorAction | getAction () |
Active action or null. More... | |
BaseActorAI | getAI () |
Active AI or null. More... | |
ECBehaviorConversationActor.Instance | getConversationActor () |
Conversation actor if present. More... | |
ECBehaviorActorAIAction | getECBehavior () |
Behavior. More... | |
ECBehaviorPlayerControllable.Instance | getPlayerControllable () |
Player controllable actor if present. More... | |
void | init (StubElement stub) |
Initialize behavior from stub. More... | |
Instance | new (ECBehaviorActorAIAction ecbehavior, BehaviorElement element) |
Create behavior instance. More... | |
void | postThink (float elapsed) |
Post thinking after physics processing is finished. More... | |
void | readFromFile (PersistencyEnvironment env, FileReader reader) |
Read behavior from file. More... | |
void | removeFromGameWorld () |
Remove element from game world. More... | |
void | setAction (BaseActorAction action) |
Set active action or null. More... | |
void | setActionAndDispose (BaseActorAction action) |
Set active action or null. More... | |
void | setAI (BaseActorAI ai) |
Set active AI or null. More... | |
void | setAIAndDispose (BaseActorAI ai) |
Set active AI or null. More... | |
void | think (float elapsed) |
Think about what to do for the next frame update. More... | |
void | writeToFile (PersistencyEnvironment env, FileWriter writer) |
Write behavior to file. More... | |
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 | 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... | |
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... | |
Additional Inherited Members | |
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... | |
Behavior instance.
void Dragengine.Scenery.ECBehaviorActorAIAction.Instance.addToGameWorld | ( | ) |
Add element to game world.
Reimplemented from Dragengine.Scenery.DefaultECBehaviorInstance.
void Dragengine.Scenery.ECBehaviorActorAIAction.Instance.dispose | ( | ) |
Dispose of behavior instance.
Reimplemented from Dragengine.Scenery.DefaultECBehaviorInstance.
void Dragengine.Scenery.ECBehaviorActorAIAction.Instance.enterFrame | ( | ) |
Frame update started.
Reimplemented from Dragengine.Scenery.DefaultECBehaviorInstance.
BaseActorAction Dragengine.Scenery.ECBehaviorActorAIAction.Instance.getAction | ( | ) |
Active action or null.
BaseActorAI Dragengine.Scenery.ECBehaviorActorAIAction.Instance.getAI | ( | ) |
Active AI or null.
ECBehaviorConversationActor.Instance Dragengine.Scenery.ECBehaviorActorAIAction.Instance.getConversationActor | ( | ) |
Conversation actor if present.
ECBehaviorActorAIAction Dragengine.Scenery.ECBehaviorActorAIAction.Instance.getECBehavior | ( | ) |
Behavior.
ECBehaviorPlayerControllable.Instance Dragengine.Scenery.ECBehaviorActorAIAction.Instance.getPlayerControllable | ( | ) |
Player controllable actor if present.
void Dragengine.Scenery.ECBehaviorActorAIAction.Instance.init | ( | StubElement | stub | ) |
Initialize behavior from stub.
Reimplemented from Dragengine.Scenery.DefaultECBehaviorInstance.
Instance Dragengine.Scenery.ECBehaviorActorAIAction.Instance.new | ( | ECBehaviorActorAIAction | ecbehavior, |
BehaviorElement | element | ||
) |
Create behavior instance.
void Dragengine.Scenery.ECBehaviorActorAIAction.Instance.postThink | ( | float | elapsed | ) |
Post thinking after physics processing is finished.
If actor is player controlled calls BaseActorAction.playerPostThink(float) and BaseActorAction.postThink(float). If actor is not player controlled only BaseActorAction.postThink(float) is called.
Reimplemented from Dragengine.Scenery.DefaultECBehaviorInstance.
void Dragengine.Scenery.ECBehaviorActorAIAction.Instance.readFromFile | ( | PersistencyEnvironment | env, |
FileReader | reader | ||
) |
Read behavior from file.
Reimplemented from Dragengine.Scenery.DefaultECBehaviorInstance.
void Dragengine.Scenery.ECBehaviorActorAIAction.Instance.removeFromGameWorld | ( | ) |
Remove element from game world.
Reimplemented from Dragengine.Scenery.DefaultECBehaviorInstance.
void Dragengine.Scenery.ECBehaviorActorAIAction.Instance.setAction | ( | BaseActorAction | action | ) |
Set active action or null.
Does not call dispose() on old action if present.
void Dragengine.Scenery.ECBehaviorActorAIAction.Instance.setActionAndDispose | ( | BaseActorAction | action | ) |
Set active action or null.
Calls dispose() on old action if present.
void Dragengine.Scenery.ECBehaviorActorAIAction.Instance.setAI | ( | BaseActorAI | ai | ) |
Set active AI or null.
Does not call dispose() on old AI if present.
void Dragengine.Scenery.ECBehaviorActorAIAction.Instance.setAIAndDispose | ( | BaseActorAI | ai | ) |
Set active AI or null.
Calls dispose() on old AI if present.
void Dragengine.Scenery.ECBehaviorActorAIAction.Instance.think | ( | float | elapsed | ) |
Think about what to do for the next frame update.
If actor is player controlled calls BaseActorAction.playerThink() and BaseActorAction.think(). If actor is not player controlled calls BaseActorAI.think() and BaseActorAction.think(). This avoids the need for AI and Action to check if they are player controlled or not.
Reimplemented from Dragengine.Scenery.DefaultECBehaviorInstance.
void Dragengine.Scenery.ECBehaviorActorAIAction.Instance.writeToFile | ( | PersistencyEnvironment | env, |
FileWriter | writer | ||
) |
Write behavior to file.
Reimplemented from Dragengine.Scenery.DefaultECBehaviorInstance.