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Drag[en]gine Script Module DragonScript 1.32.1
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Behavior adding animation support to actors. More...
Classes | |
| class | BlockListenerFactory |
| Factory creating listeners using block. More... | |
| class | DefaultListener |
| Default implementation of behavior instance listener. More... | |
| class | Factory |
| Behavior factory. 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. | |
| void | dispose () |
| Dispose of behavior. | |
| String | getBehaviorID () |
| Unique identifier of behavior. | |
| String | getID () |
| Identifier. | |
| int | getInstanceIndex () |
| Instance index. | |
| void | loadSupportedData (String identifier, PersistencyEnvironment env, FileReader reader, ECBehaviorInstance instance) |
| Load instance data of another behavior. | |
| bool | supportsBehaviorID (String identifier) |
| Behavior supports loading instance data of another behavior. | |
Public Member Functions inherited from Dragengine.Scenery.ECBehavior | |
| ECBehaviorInstance | createInstance (BehaviorElement element) |
| Create Behavior instance. | |
Protected Member Functions inherited from Dragengine.Scenery.DefaultECBehavior | |
| DefaultECBehavior | new (BehaviorElementClass eclass) |
| Create default composeable behavior with empty identifier. | |
| DefaultECBehavior | new (BehaviorElementClass eclass, String id) |
| Create default composeable behavior. | |
| void | setBehaviorID (String identifier) |
| Set behavior identifier. | |
| void | useClassNameAsBehaviorID () |
| Set behavior identifier to "<class-name>:<identifier>". | |
| void | useFullyQualifiedClassNameAsBehaviorID () |
| Set behavior identifier to "<fully-qualified-class-name>:<identifier>". | |
Behavior adding animation support to actors.
Adds AnimatorInstance and a map of animators to switch using string identifiers.
To simplify using actor animation a map of controller bindings can be defined to be applied to ECBehaviorLocomotion each time the animator changes. This requires controller names to be consistent and unique across animators but makes life a lot easier. If no map is defined the behavior does not change the locomotion controller mapping. While changing animator controllers with matching names are not reset.
To use this class add these behaviors to the actor:
Multiple behaviors can be added to animated different parts of the actor independent.
Element class property prefix is "actorAnimated{(id)}".