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Drag[en]gine Script Module DragonScript 1.32.1
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Behavior element behavior adding support to store an interaction element. More...
Classes | |
| class | Factory |
| Behavior factory. More... | |
| class | Instance |
| Behavior instance. 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 element behavior adding support to store an interaction element.
This behavior allows to store for a longer time an element found by another behavior. For example ECBehaviorLookAt is able to locate an element. By storing this element in this behavior another behavior, state machine or behavior tree can use this found element to interact with it.
This behavior is able to persist and restore the element. This is though only possible as long as the element is part of a game world. Hence while leaving a game world the interact element is cleared. It is also possible the element is stored longer than it exists in the game world. After loading it is thus possible the interact element can not be resolved. Behaviors, state machines and behavior trees using this interact element behavior have to be prepared for the interact element to be null after loading.
This behavior can be added multiple times to keep track of multiple interact elements.
Element class properties have the prefix "interactionElement{(id)}.".
This behavior supports persistable element class (setPersistable).