Drag[en]gine Script Module DragonScript
1.23
|
Behavior adding support to actors to know what element they are looking at. 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... | |
Additional Inherited Members | |
Public Member Functions inherited from Dragengine.Scenery.DefaultECBehavior | |
void | assignInstanceIndex (int instanceIndex) |
Assign instance index. More... | |
void | dispose () |
Dispose of behavior. 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... | |
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 know what element they are looking at.
Behavior uses one collider collision test located attached ECBehaviorColliderAI facing forward. If no ECBehaviorColliderAI is present ECBehaviorCollider is used instead.
If ECBehaviorComponent is present and a test bone is set the collision test will be attached to the component bone. This is simple and good solution for FPS type games.
If no component and bone is used and ECBehaviorLocomotion is present then the test parameters will be updated to match the locomotion looking direction.
Requires these behaviors to be present:
To this behavior add it and set the class properties. Add listener to be notified if the looked at element changes or query the current state.
If the looked at element has ECBehaviorLookedAt instance it will be updated by adding and removing the owner element.