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

Behavior element behavior adding light support. More...

Inheritance diagram for Dragengine.Scenery.ECBehaviorLight:
Dragengine.Scenery.DefaultECBehavior Dragengine.Scenery.ECBehavior Dragengine.Scenery.BehaviorCompatiblePersistency

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>".
 

Detailed Description

Behavior element behavior adding light support.

Behavior adds a Light resource to the the behavior element. This behavior can be added multiple times to an element. Each instance creates one light attached to the element collider which can be individually modified. To distinguish the lights each instance has an identifier which can be used to retrieve a specific instance. The prefix of the light class properties is "light." . If the identifier is not empty the light element class properties have the prefix "{id}.light.". This can be overwritten if required. Hence to use more than one light use code like this in your subclass constructor:

class MyElement extends BehaviorElementClass
func new()
ECBehaviorLight.new(this)
ECBehaviorLight.new(this, "subLight")
end
end
Behavior element element class.
Definition BehaviorElementClass.ds:54
Behavior element behavior adding light support.
Definition ECBehaviorLight.ds:101

You can now define the parameters to use for both lights using for example the properties "color" for the first light and "subLight.color" for the second light.

It is recommended to always specify an identifier even if only one light is used. This avoids potentially name conflicts especially if other behaviors are added attaching other resources too.

If the ECBehaviorCollider behavior is present in the behavior element before this behavior is added the light is attached. The light is attached to the named bone if defined otherwise it is attached statically.

Element class properties have the prefix "light{(id)}.".

Listening and Customized Light Handling

The owner element class and other behaviors can register a listener to be notified if the light is (de)activated. This can be used to provide customized light handling support for example flickering or dimmable lights.

If another behaviors wants to control the light parameters in response to these events it should call setCustomLightHandling(true). In this case the behavior implementing the light parameter handling has to use requiresThink() to think while the effect lasts.

Owner Element Visibility

The activated state of the light source is linked with the visibility state of the owner element. If the owner element becomes invisible the light resource is always deactivated. If the owner element becomes visible the light resource is activated if the behavior is activated too.

If custom light handling is used the behavior resposible for the custom light handling is required to listen to stateChanged() calls and act accordingly. The light resource will be always activated no matter if the custom light handling is enabled or not. Only if the behavior is (de)activated or the element becomes visible the light parameters are not modified if custom light handling is enabled.

This behavior does require the element class to be persistable (setPersistable).

See also
https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_light

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