Drag[en]gine Script Module DragonScript 1.32.1
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Dragengine.Scenery.ECBehaviorActorAIAction.Instance Class Reference

Behavior instance. More...

Inheritance diagram for Dragengine.Scenery.ECBehaviorActorAIAction.Instance:
Dragengine.Scenery.DefaultECBehaviorInstance Dragengine.Scenery.ECBehaviorInstance

Public Member Functions

void addToGameWorld ()
 Add element to game world.
 
void aiActionFailure ()
 Notify actor AI active action failed.
 
void aiActionSuccess ()
 Notify actor AI this action failed.
 
void dispose ()
 Dispose of behavior instance.
 
void enterFrame ()
 Frame update started.
 
BaseActorAction getAction ()
 Active action or null.
 
bool getActionConversationWait ()
 Action causes conversation to wait.
 
BaseActorAI getAI ()
 Active AI or null.
 
ECBehaviorConversationActor.Instance getConversationActor ()
 Conversation actor if present.
 
ECBehaviorActorAIAction getECBehavior ()
 Behavior.
 
ECBehaviorPlayerControllable.Instance getPlayerControllable ()
 Player controllable actor if present.
 
void init (StubElement stub)
 Initialize behavior from stub.
 
Instance new (ECBehaviorActorAIAction ecbehavior, BehaviorElement element)
 Create behavior instance.
 
void postThink (float elapsed)
 Post thinking after physics processing is finished.
 
void readFromFile (PersistencyEnvironment env, FileReader reader)
 Read behavior from file.
 
void removeFromGameWorld ()
 Remove element from game world.
 
void setAction (BaseActorAction action)
 Set active action or null.
 
void setActionAndDispose (BaseActorAction action)
 Set active action or null.
 
void setActionConversationWait (bool wait)
 Set if action causes conversation to wait.
 
void setAI (BaseActorAI ai)
 Set active AI or null.
 
void setAIAndDispose (BaseActorAI ai)
 Set active AI or null.
 
void think (float elapsed)
 Think about what to do for the next frame update.
 
void writeToFile (PersistencyEnvironment env, FileWriter writer)
 Write behavior to file.
 
- 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.
 
void geometryChanged ()
 Position or orientation changed.
 
BehaviorElement getElement ()
 Behavior element to apply behavior to.
 
int getInstanceIndex ()
 Behavior instance index.
 
DefaultECBehaviorInstance new (BehaviorElement element)
 Create default composeable instance.
 
bool requiresEnterFrame ()
 Behavior instance requires enterFrame() to be called.
 
bool requiresThink ()
 Behavior instance requires think() to be called.
 
void stateChanged ()
 State changed (visble, touchable).
 

Public Attributes

BaseActorAction pAction
 
bool pActionConversationWait
 
BaseActorAI pAI
 
ECBehaviorColliderAI.Instance pColliderAI
 
ECBehaviorConversationActor.Instance pConversationActor
 
ECBehaviorActorAIAction pECBehavior
 
ECBehaviorPlayerControllable.Instance pPlayerControllable
 
- Public Attributes inherited from Dragengine.Scenery.DefaultECBehaviorInstance
BehaviorElement pElement
 
int pInstanceIndex
 
bool pRequiresEnterFrame
 
bool pRequiresThink
 

Additional Inherited Members

- Protected Member Functions inherited from Dragengine.Scenery.DefaultECBehaviorInstance
void setRequiresEnterFrame (bool required)
 Set if behavior instance requires enterFrame() to be called.
 
void setRequiresThink (bool required)
 Set if behavior instance requires think() to be called.
 

Detailed Description

Behavior instance.

Member Function Documentation

◆ addToGameWorld()

void Dragengine.Scenery.ECBehaviorActorAIAction.Instance.addToGameWorld ( )

Add element to game world.

Reimplemented from Dragengine.Scenery.DefaultECBehaviorInstance.

◆ aiActionFailure()

void Dragengine.Scenery.ECBehaviorActorAIAction.Instance.aiActionFailure ( )

Notify actor AI active action failed.

Version
1.26

Calls actionFailed() on actor AI if all of these conditions apply:

  • Actor is not player controlled
  • Actor AI is not null

◆ aiActionSuccess()

void Dragengine.Scenery.ECBehaviorActorAIAction.Instance.aiActionSuccess ( )

Notify actor AI this action failed.

Calls actionFinished() on actor AI if all of these conditions apply:

  • Actor is not player controlled
  • Actor AI is not null

◆ dispose()

void Dragengine.Scenery.ECBehaviorActorAIAction.Instance.dispose ( )

Dispose of behavior instance.

Reimplemented from Dragengine.Scenery.DefaultECBehaviorInstance.

◆ enterFrame()

void Dragengine.Scenery.ECBehaviorActorAIAction.Instance.enterFrame ( )

Frame update started.

Reimplemented from Dragengine.Scenery.DefaultECBehaviorInstance.

◆ getAction()

BaseActorAction Dragengine.Scenery.ECBehaviorActorAIAction.Instance.getAction ( )

Active action or null.

◆ getActionConversationWait()

bool Dragengine.Scenery.ECBehaviorActorAIAction.Instance.getActionConversationWait ( )

Action causes conversation to wait.

Version
1.26

◆ getAI()

BaseActorAI Dragengine.Scenery.ECBehaviorActorAIAction.Instance.getAI ( )

Active AI or null.

◆ getConversationActor()

ECBehaviorConversationActor.Instance Dragengine.Scenery.ECBehaviorActorAIAction.Instance.getConversationActor ( )

Conversation actor if present.

◆ getECBehavior()

ECBehaviorActorAIAction Dragengine.Scenery.ECBehaviorActorAIAction.Instance.getECBehavior ( )

Behavior.

◆ getPlayerControllable()

ECBehaviorPlayerControllable.Instance Dragengine.Scenery.ECBehaviorActorAIAction.Instance.getPlayerControllable ( )

Player controllable actor if present.

◆ init()

void Dragengine.Scenery.ECBehaviorActorAIAction.Instance.init ( StubElement  stub)

Initialize behavior from stub.

Reimplemented from Dragengine.Scenery.DefaultECBehaviorInstance.

◆ new()

Instance Dragengine.Scenery.ECBehaviorActorAIAction.Instance.new ( ECBehaviorActorAIAction  ecbehavior,
BehaviorElement  element 
)

Create behavior instance.

◆ postThink()

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.

◆ readFromFile()

void Dragengine.Scenery.ECBehaviorActorAIAction.Instance.readFromFile ( PersistencyEnvironment  env,
FileReader  reader 
)

Read behavior from file.

Reimplemented from Dragengine.Scenery.DefaultECBehaviorInstance.

◆ removeFromGameWorld()

void Dragengine.Scenery.ECBehaviorActorAIAction.Instance.removeFromGameWorld ( )

Remove element from game world.

Reimplemented from Dragengine.Scenery.DefaultECBehaviorInstance.

◆ setAction()

void Dragengine.Scenery.ECBehaviorActorAIAction.Instance.setAction ( BaseActorAction  action)

Set active action or null.

Does not call dispose() on old action if present.

◆ setActionAndDispose()

void Dragengine.Scenery.ECBehaviorActorAIAction.Instance.setActionAndDispose ( BaseActorAction  action)

Set active action or null.

Calls dispose() on old action if present.

◆ setActionConversationWait()

void Dragengine.Scenery.ECBehaviorActorAIAction.Instance.setActionConversationWait ( bool  wait)

Set if action causes conversation to wait.

Version
1.26

Reset to false when action is changed.

◆ setAI()

void Dragengine.Scenery.ECBehaviorActorAIAction.Instance.setAI ( BaseActorAI  ai)

Set active AI or null.

Does not call dispose() on old AI if present.

◆ setAIAndDispose()

void Dragengine.Scenery.ECBehaviorActorAIAction.Instance.setAIAndDispose ( BaseActorAI  ai)

Set active AI or null.

Calls dispose() on old AI if present.

◆ think()

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.

◆ writeToFile()

void Dragengine.Scenery.ECBehaviorActorAIAction.Instance.writeToFile ( PersistencyEnvironment  env,
FileWriter  writer 
)

Write behavior to file.

Reimplemented from Dragengine.Scenery.DefaultECBehaviorInstance.

Member Data Documentation

◆ pAction

BaseActorAction Dragengine.Scenery.ECBehaviorActorAIAction.Instance.pAction

◆ pActionConversationWait

bool Dragengine.Scenery.ECBehaviorActorAIAction.Instance.pActionConversationWait

◆ pAI

BaseActorAI Dragengine.Scenery.ECBehaviorActorAIAction.Instance.pAI

◆ pColliderAI

ECBehaviorColliderAI.Instance Dragengine.Scenery.ECBehaviorActorAIAction.Instance.pColliderAI

◆ pConversationActor

ECBehaviorConversationActor.Instance Dragengine.Scenery.ECBehaviorActorAIAction.Instance.pConversationActor

◆ pECBehavior

ECBehaviorActorAIAction Dragengine.Scenery.ECBehaviorActorAIAction.Instance.pECBehavior

◆ pPlayerControllable

ECBehaviorPlayerControllable.Instance Dragengine.Scenery.ECBehaviorActorAIAction.Instance.pPlayerControllable

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