Drag[en]gine Script Module DragonScript
1.23
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Behavior adding support to actors to make other actors get out of the way. More...
Classes | |
class | Instance |
Behavior instance. More... | |
Public Member Functions | |
void | dispose () |
Dispose of behavior. More... | |
ECPFloat | getCheckInterval () |
Check interval in seconds. More... | |
ECPFloat | getClearPathTime () |
Clear path time in seconds indicating how far ahead the actors clear path. More... | |
ECComposeCollisionFilter | getCollisionFilter () |
Collision filter. More... | |
ECPBoolean | getEnabled () |
Behavior is initially enabled. More... | |
ECBehaviorLocomotion | getLocomotion () |
Locomotion behavior. More... | |
Instance | instance (BehaviorElement element) |
Get instance in element from owner element class. More... | |
ECBehaviorClearPath | new (BehaviorElementClass eclass, ECBehaviorLocomotion locomotion) |
Create behavior element class. More... | |
ECBehaviorClearPath | new (BehaviorElementClass eclass, ECBehaviorLocomotion locomotion, String prefix) |
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 ECBehaviorClearPath | getBehaviorIn (BehaviorElementClass eclass) |
Get behavior in element class or null if absent. More... | |
Public Attributes | |
ECPFloat | pCheckInterval |
ECPFloat | pClearPathTime |
ECComposeCollisionFilter | pCollisionFilter |
ECPBoolean | pEnabled |
ECBehaviorLocomotion | pLocomotion |
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 adding support to actors to make other actors get out of the way.
This behavior is useful for situations where actors can get in the way of the player or other actors. The behavior uses a collider collision test along the movement direction to periodically check for obstacles. If an obstacle is detected and it has ECBehaviorStepAside support it is told to step aside if possible.
This behavior can be used together with ECBehaviorAvoidCollision but the two can potentially affect each other depending on the configuration used for this behavior. Should this happen either adjust the configuration or make sure only one behavior is enabled at each time.
This behavior can be disabled temporarily.
To use this behavior add it to the element class and make sure to call setShapeSphere() to set up the collision test shapes. The best time to do this is either in BehaviorElement.init() or inside BaseActorAction if you need to change them per action.
There are usually two possible configurations used for this behavior.
The first configuration applies to short distances only. In this configuration the check interval is around 1s or lower and the clear path time is around 0.05s. This results in the actor clearing the path up ahead of only 0.06m (assuming a walk speed of 1.25 m/s). This configuration results in the actor clearing path only if he is nearly bumping into other actors. The advantage of this configuration is that actors do not move away other actors when approaching them but still moves them away if blocking the path. This configuration works best if you just want to ensure actors can not block the path of other actors without needing them to have a clear path a long distance ahead.
The second configuration applies to long distance clearing of path. In this configuration the check interval is around 1s and the clear path time is around 2s. This results in the actor clearing the path up ahead to 2.5m (assuming a walk speed of 1.25 m/s). In this configuration the actor usually does not get in contact with actors standing in his way. The downside is though actors trying to approach other actors. In this case they are easily made stepping aside which is not always what you want.
For most situations the first configuration is the one to choose since it prevents the actor-actor stuck problems while exhibiting the least side effects. The second configuration though can be insteresting to switch to if actors need a clear path for example while running away. For this reason the first configuration is used as default.
Requires these behaviors to be present:
void Dragengine.Scenery.ECBehaviorClearPath.dispose | ( | ) |
Dispose of behavior.
Reimplemented from Dragengine.Scenery.DefaultECBehavior.
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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 ECBehaviorClearPath.
ECPFloat Dragengine.Scenery.ECBehaviorClearPath.getCheckInterval | ( | ) |
Check interval in seconds.
ECPFloat Dragengine.Scenery.ECBehaviorClearPath.getClearPathTime | ( | ) |
Clear path time in seconds indicating how far ahead the actors clear path.
ECComposeCollisionFilter Dragengine.Scenery.ECBehaviorClearPath.getCollisionFilter | ( | ) |
Collision filter.
ECPBoolean Dragengine.Scenery.ECBehaviorClearPath.getEnabled | ( | ) |
Behavior is initially enabled.
ECBehaviorLocomotion Dragengine.Scenery.ECBehaviorClearPath.getLocomotion | ( | ) |
Locomotion behavior.
Instance Dragengine.Scenery.ECBehaviorClearPath.instance | ( | BehaviorElement | element | ) |
Get instance in element from owner element class.
ECBehaviorClearPath Dragengine.Scenery.ECBehaviorClearPath.new | ( | BehaviorElementClass | eclass, |
ECBehaviorLocomotion | locomotion | ||
) |
Create behavior element class.
ECBehaviorClearPath Dragengine.Scenery.ECBehaviorClearPath.new | ( | BehaviorElementClass | eclass, |
ECBehaviorLocomotion | locomotion, | ||
String | prefix | ||
) |
ECPFloat Dragengine.Scenery.ECBehaviorClearPath.pCheckInterval |
ECPFloat Dragengine.Scenery.ECBehaviorClearPath.pClearPathTime |
ECComposeCollisionFilter Dragengine.Scenery.ECBehaviorClearPath.pCollisionFilter |
ECPBoolean Dragengine.Scenery.ECBehaviorClearPath.pEnabled |
ECBehaviorLocomotion Dragengine.Scenery.ECBehaviorClearPath.pLocomotion |