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Drag[en]gine Script Module DragonScript 1.32.1
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Base VR Hand action using state machine. More...
Classes | |
| class | Factory |
| Factory for loading actor actions. More... | |
Public Member Functions | |
| void | activate (BehaviorElement actor) |
| void | activateWhileLoading (BehaviorElement actor) |
| void | cancel () |
| Cancel action the next time possible. | |
| void | collisionResponse (Collider owner, CollisionInfo info) |
| Collision detected. | |
| bool | conversationWait () |
| Check if conversation actions have to wait for actor to finish this action. | |
| void | dispose () |
| Dispose of actor action. | |
| void | enteredGameWorld () |
| Actor entered game world. | |
| void | enterFrame () |
| Actor has been added to game world and enterFrame() is called once. | |
| ECBehaviorStateMachine.Instance | getBehaviorStateMachine () |
| State machine behavior. | |
| SMContext | getContext () |
| State machine context. | |
| StateMachine | getStateMachine () |
| State machine. | |
| void | leftGameWorld () |
| Actor left game world. | |
| BAAVRHandStateMachine | new () |
| Create actor action. | |
| BAAVRHandStateMachine | new (PersistencyEnvironment env, FileReader reader) |
| Create actor ai restoring from file reader. | |
| BAAVRHandStateMachine | new (StateMachine stateMachine) |
| Create actor ai using state machine. | |
| String | persistencyFactoryName () |
| Name of PersistencyFactory required to load object from file. | |
| void | playerReleasesControl () |
| Player released control of actor. | |
| void | playerTakesControl () |
| Player takes control of actor. | |
| void | postThink (float elapsed) |
| Post physics. | |
| void | sendInputAsEvent (String event, Object parameter) |
| Send input as event to state machine. | |
| void | setBehaviorStateMachine (ECBehaviorStateMachine.Instance behavior) |
| Set behavior behavior. | |
| void | setContext (SMContext context) |
| Set state machine context. | |
| void | setStateMachine (StateMachine stateMachine) |
| Set state machine to use or null. | |
| void | think (float elapsed) |
| Thinking. | |
| void | writeObjectToFile (PersistencyEnvironment env, FileWriter writer) |
| Write object to file writer. | |
Public Member Functions inherited from Dragengine.Scenery.BaseVRHandAction | |
| void | activate (BehaviorElement actor, ECBehaviorVRHand.Instance vrHand) |
| Action has been set as active hand action. | |
| void | activateWhileLoading (BehaviorElement actor, ECBehaviorVRHand.Instance vrHand) |
| Action has been set as active action in an actor while loading. | |
| void | deactivate () |
| Action has been unset as active hand action. | |
| BehaviorElement | getActor () |
| Actor the action is assigned to or null. | |
| ECBehaviorConversationActor.Instance | getConversationActor () |
| Conversation actor behavior if present. | |
| ECBehaviorVRHandAction.Instance | getHandAction () |
| Behavior VR hand action or null. | |
| ECBehaviorActorAnimated.Instance | getHandAnimated () |
| Hand animated behavior if present. | |
| ECBehaviorAttachSlot.Instance | getHandAttachSlot () |
| Hand Controller Attach Slot. | |
| ECBehaviorGrabber.Instance | getHandGrabber () |
| Hand Controller Grabber. | |
| ECBehaviorVRHandLaserPointer.Instance | getHandLaserPointer () |
| Hand Controller Laser Pointer. | |
| ECBehaviorVRHandLocomotion.Instance | getHandLocomotion () |
| Hand Locomotion. | |
| ECBehaviorVRHandPointAt.Instance | getHandPointAt () |
| Hand Controller Point-At. | |
| ECBehaviorVRHandPose.Instance | getHandPose () |
| Hand Pose. | |
| ECBehaviorLocomotion.Instance | getLocomotion () |
| Locomotion behavior. | |
| ECBehaviorVRHand.Instance | getVRHand () |
| VR hand behavior the action is assigned to or null. | |
| bool | isActive () |
| Action is active hand action. | |
| bool | isLeftHand () |
| Action is left hand. | |
| bool | isNotActive () |
| Action is not active hand action. | |
| bool | isRightHand () |
| Action is right hand. | |
| void | log (Console console, Element element, String text) |
| Log text about element to console prefixed with actor information. | |
| void | log (Console console, Exception exception) |
| Log exception to console prefixed with actor information. | |
| void | log (Console console, String text) |
| Log text to console prefixed with actor information. | |
| void | log (Element element, String text) |
| Log text about element to BaseGameApp console prefixed with actor information. | |
| void | log (Exception exception) |
| Log exception to BaseGameApp console prefixed with actor information. | |
| void | log (String text) |
| Log text to BaseGameApp console prefixed with actor information. | |
| String | loggingPrefix () |
| Logging prefix. | |
Public Attributes | |
| ECBehaviorStateMachine.Instance | pBehaviorStateMachine |
| SMContext | pContext |
| String | pLoadStateId |
| StateMachine | pStateMachine |
Protected Member Functions | |
| void | initBehaviors () |
| Init behaviors. | |
Protected Member Functions inherited from Dragengine.Scenery.BaseVRHandAction | |
| void | applyAnimations () |
| Apply animations. | |
| void | initAnimator () |
| Initialize animator. | |
| void | updateAnimator (float elapsed) |
| Update animator controllers. | |
Additional Inherited Members | |
Protected Attributes inherited from Dragengine.Scenery.BaseVRHandAction | |
| BehaviorElement | actor |
| Actor the action is assigned to or null. | |
| ECBehaviorConversationActor.Instance | conversationActor |
| Conversation actor behavior if present. | |
| ECBehaviorVRHandAction.Instance | handAction |
| Behavior VR hand action or null. | |
| ECBehaviorActorAnimated.Instance | handAnimated |
| Hand animated behavior if present. | |
| ECBehaviorAttachSlot.Instance | handAttachSlot |
| Hand Controller Attach Slot behavior. | |
| ECBehaviorGrabber.Instance | handGrabber |
| Hand Controller Grabber behavior. | |
| ECBehaviorVRHandLaserPointer.Instance | handLaserPointer |
| Hand Controller Laser Pointer behavior. | |
| ECBehaviorVRHandLocomotion.Instance | handLocomotion |
| Hand Locomotion behavior. | |
| ECBehaviorVRHandPointAt.Instance | handPointAt |
| Hand Controller Point-At behavior. | |
| ECBehaviorVRHandPose.Instance | handPose |
| Hand Pose behavior. | |
| ECBehaviorLocomotion.Instance | locomotion |
| Locomotion behavior. | |
| bool | pIsRightHand |
| ECBehaviorVRHand.Instance | vrHand |
| VR hand the action is assigned to or null. | |
Base VR Hand action using state machine.
This class adds support to send state machine events for inputs for these interfaces:
Otherwise the state machine is responsible for the entire action handling. Helper behaviors provide common actions and conditions to simplify this task.
The following events can be send to the state machine:
Input events are send to state machine using interface BAAStateMachineEvent. For further information see the respective bridge classes:
| void Dragengine.Scenery.BAAVRHandStateMachine.activate | ( | BehaviorElement | actor | ) |
| void Dragengine.Scenery.BAAVRHandStateMachine.activateWhileLoading | ( | BehaviorElement | actor | ) |
| void Dragengine.Scenery.BAAVRHandStateMachine.cancel | ( | ) |
Cancel action the next time possible.
Reimplemented from Dragengine.Scenery.BaseVRHandAction.
| void Dragengine.Scenery.BAAVRHandStateMachine.collisionResponse | ( | Collider | owner, |
| CollisionInfo | info | ||
| ) |
Collision detected.
Reimplemented from Dragengine.Scenery.BaseVRHandAction.
| bool Dragengine.Scenery.BAAVRHandStateMachine.conversationWait | ( | ) |
Check if conversation actions have to wait for actor to finish this action.
BaseActor adds a listener to ECBehaviorConversationActor using conversationWait() to answer waiting queries by conversation scripts.
The default implementation returns false which equals no waiting required.
Reimplemented from Dragengine.Scenery.BaseVRHandAction.
| void Dragengine.Scenery.BAAVRHandStateMachine.dispose | ( | ) |
Dispose of actor action.
Reimplemented from Dragengine.Scenery.BaseVRHandAction.
| void Dragengine.Scenery.BAAVRHandStateMachine.enteredGameWorld | ( | ) |
Actor entered game world.
Reimplemented from Dragengine.Scenery.BaseVRHandAction.
| void Dragengine.Scenery.BAAVRHandStateMachine.enterFrame | ( | ) |
Actor has been added to game world and enterFrame() is called once.
Reimplemented from Dragengine.Scenery.BaseVRHandAction.
| ECBehaviorStateMachine.Instance Dragengine.Scenery.BAAVRHandStateMachine.getBehaviorStateMachine | ( | ) |
State machine behavior.
| SMContext Dragengine.Scenery.BAAVRHandStateMachine.getContext | ( | ) |
State machine context.
| StateMachine Dragengine.Scenery.BAAVRHandStateMachine.getStateMachine | ( | ) |
State machine.
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protected |
Init behaviors.
Retrieve and store required and optional behavior instances from the actor element.
Reimplemented from Dragengine.Scenery.BaseVRHandAction.
| void Dragengine.Scenery.BAAVRHandStateMachine.leftGameWorld | ( | ) |
Actor left game world.
Reimplemented from Dragengine.Scenery.BaseVRHandAction.
| BAAVRHandStateMachine Dragengine.Scenery.BAAVRHandStateMachine.new | ( | ) |
Create actor action.
Reimplemented from Dragengine.Scenery.BaseVRHandAction.
| BAAVRHandStateMachine Dragengine.Scenery.BAAVRHandStateMachine.new | ( | PersistencyEnvironment | env, |
| FileReader | reader | ||
| ) |
Create actor ai restoring from file reader.
Reimplemented from Dragengine.Scenery.BaseVRHandAction.
| BAAVRHandStateMachine Dragengine.Scenery.BAAVRHandStateMachine.new | ( | StateMachine | stateMachine | ) |
Create actor ai using state machine.
| String Dragengine.Scenery.BAAVRHandStateMachine.persistencyFactoryName | ( | ) |
Name of PersistencyFactory required to load object from file.
Name of PersistencyFactory is first written to the file as string with 8-bit length. Then writeToFile() is called to write the object itself. Empty name is not allowed as is names longer than 255 characters. Name has to match a PersistencyFactory present in the Persistency instance used for loading objects. Object is read using PersistencyFactory.readObjectFromFile() of the matching PersistencyFactory.
Reimplemented from Dragengine.Scenery.BaseVRHandAction.
| void Dragengine.Scenery.BAAVRHandStateMachine.playerReleasesControl | ( | ) |
Player released control of actor.
Reimplemented from Dragengine.Scenery.BaseVRHandAction.
| void Dragengine.Scenery.BAAVRHandStateMachine.playerTakesControl | ( | ) |
Player takes control of actor.
Reimplemented from Dragengine.Scenery.BaseVRHandAction.
| void Dragengine.Scenery.BAAVRHandStateMachine.postThink | ( | float | elapsed | ) |
Post physics.
Reimplemented from Dragengine.Scenery.BaseVRHandAction.
| void Dragengine.Scenery.BAAVRHandStateMachine.sendInputAsEvent | ( | String | event, |
| Object | parameter | ||
| ) |
Send input as event to state machine.
| event | Event to send. |
| parameter | Optional parameter or null. |
Implements Dragengine.Scenery.BAAStateMachineEvent.
| void Dragengine.Scenery.BAAVRHandStateMachine.setBehaviorStateMachine | ( | ECBehaviorStateMachine.Instance | behavior | ) |
Set behavior behavior.
| void Dragengine.Scenery.BAAVRHandStateMachine.setContext | ( | SMContext | context | ) |
Set state machine context.
| void Dragengine.Scenery.BAAVRHandStateMachine.setStateMachine | ( | StateMachine | stateMachine | ) |
Set state machine to use or null.
Change affects context only before #activate() has been called.
| void Dragengine.Scenery.BAAVRHandStateMachine.think | ( | float | elapsed | ) |
Thinking.
Default implementation does these actions in this order:
Reimplemented from Dragengine.Scenery.BaseVRHandAction.
| void Dragengine.Scenery.BAAVRHandStateMachine.writeObjectToFile | ( | PersistencyEnvironment | env, |
| FileWriter | writer | ||
| ) |
Write object to file writer.
Reimplemented from Dragengine.Scenery.BaseVRHandAction.
| ECBehaviorStateMachine.Instance Dragengine.Scenery.BAAVRHandStateMachine.pBehaviorStateMachine |
| SMContext Dragengine.Scenery.BAAVRHandStateMachine.pContext |
| String Dragengine.Scenery.BAAVRHandStateMachine.pLoadStateId |
| StateMachine Dragengine.Scenery.BAAVRHandStateMachine.pStateMachine |