{{tag>dragonscript behavior}} [[:start|Start Page]] >> [[main|DragonScript Scripting Language]] >> [[dragengine:modules:dragonscript:abstractions|Abstraction Layers: How you want to build your Game]] >> [[dragengine:modules:dragonscript:behavior_elements|Behavior Elements]] >> **ECBehaviorAlignActor** * [[behaviors_use_cases|Behaviors Explained: By Use-Case]] * [[behaviors_a_to_z|Behaviors Explained: From A to Z]] ====== ECBehaviorAlignActor ====== Behavior adding support to actors to align to a specific position and orientation. Manipulates [[behavior_locomotion|ECBehaviorLocomotion]] to move an actor a short distance to a specific position, orientation and looking direction. This is typically required for actors intending to interact with objects. In this case the animation of the actor has to match the object it is interacting with. Actor actions will use this behavior to achieve this goal. ====== Instance Counts ====== This behavior can be used only once on an element. ====== Element Class Properties ====== Element class properties have the prefix ''alignActor.'' . ===== speed ===== Set movement speed while aligning in meters per seconds. * Full name: ''alignActor.speed'' * Type: float * Default Value: 1.25 * Restriction: At least 0 * Example (*.deeclass) 2 ====== Events ====== This behavior has these events: ===== startAligning ===== Actor starts aligning. ===== finishedAligning ===== Actor finished aligning. ====== Behavior Tree Actions ====== This behavior adds these behavior tree actions if behavior tree is present. ===== alignActor.update ===== Update align actor. ^Parameter^Value^Description^ |clear| |Clear target| |initLocomotionPlayer| |Init locomotion for player actor use| |cancel| |Cancel aligning if running| This is an example of using this action: true ===== alignActor.check ===== Check one or more align actor parameters. Action succeeds if all parameter value matches their respective align actor parameter otherwise action fails. This action is typically used as first action in a sequence to run the sequence only if a align actor parameter matches (or not). ^Parameter^Value^Description^ |arrived|''true'', ''false''|Actor arrived at target but might still be turning| |finished|''true'', ''false''|Actor arrived at target and finished turning| |succeeded|''true'', ''false''|Actor could arrive at target and turn to the desired orientation| |wait| |If present action returns BTResult.running instead of BTResult.failed to wait until the checks are all fulfilled| This is an example of using this action: true ====== Behavior Tree Conditions ====== This behavior adds these behavior tree conditions if behavior tree is present. ===== alignActor.check ===== Check one or more align actor parameters. Conditions returns true if all parameter value match their respective align actor parameter. This condition is typically used to run an action or sequence of actions as long as align actor conditions are true. ^Parameter^Value^Description^ |alignActor.arrived|''true'', ''false''|Actor arrived at target but might still be turning| |alignActor.finished|''true'', ''false''|Actor arrived at target and finished turning| |alignActor.succeeded|''true'', ''false''|Actor could arrive at target and turn to the desired orientation| This is an example of using this condition: true alignActor.check ====== State Machine Actions ====== Same as [[#behavior_tree_actions|Behavior Tree Actions]]. ====== State Machine Conditions ====== Same as [[#behavior_tree_conditions|Behavior Tree Conditions]]. ====== State Machine Events ====== This behavior sends these state machine events. ===== alignActor.start ===== Actor begins aligning. ===== alignActor.stop ===== Actor finished aligning. ====== Required Behaviors ====== * [[behavior_locomotion|ECBehaviorLocomotion]] ====== Optional Behaviors ====== * [[behavior_conversationactor|ECBehaviorConversationActor]]: Restore aligning after leaving conversation. * [[behavior_behaviortree|ECBehaviorBehaviorTree]]: Add actions and conditions for behavior trees to use. * [[behavior_statemachine|ECBehaviorStateMachine]]: Add actions and conditions for state machine to use and events to send to the state machine. ====== Persistency ====== This behavior does support element class to be persistable (setPersistable). ====== API Documentation ====== #@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1ECBehaviorAlignActor.html,ECBehaviorAlignActor~@#. Since DragonScript Module Version ''1.0'' ====== Use Cases ====== * Align actor with specific position and orientation to interact with an element. * Ensure actor is aligned at the end of moving somewhere. ====== Element Class Example ====== This example defines an element which supports aligning actor. class MyElement extends BehaviorElementClass public var ECBehaviorComponent component public var ECBehaviorCollider collider public var ECBehaviorColliderAI colliderAI public var ECBehaviorLocomotion locomotion public var ECBehaviorConversationActor conversationActor public var ECBehaviorAlignActor alignActor func new() component = ECBehaviorComponent.new(this, null) collider = ECBehaviorCollider.new(this, component) colliderAI = ECBehaviorColliderAI.new(this, collider) locomotion = ECBehaviorLocomotion.new(this, colliderAI) conversationActor = ECBehaviorConversationActor.new(this) alignActor = ECBehaviorAlignActor.new(this, locomotion, conversationActor) end end ====== Behavior Factory ====== Using element class supporting adding behaviors the behavior can be added like this: default default 2 ====== Live Examples ====== * [[https://github.com/LordOfDragons/deexamples|DEExamples Repository]]