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dragengine:modules:dragonscript:behavior_announcer

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dragengine:modules:dragonscript:behavior_announcer [2025/03/13 17:16] dragonlorddragengine:modules:dragonscript:behavior_announcer [2025/05/04 13:49] (current) – [announcer.check] dragonlord
Line 150: Line 150:
  
 ===== stopAnnouncement ===== ===== stopAnnouncement =====
 +
 +Stop playing back announcement.
 +
 +====== Behavior Tree Actions ======
 +
 +This behavior adds these behavior tree actions if behavior tree is present. If behavior has non-empty identifier replace ''announcer'' with ''announcer(id)''.
 +
 +===== announcer.announce =====
 +
 +Start or stop announcing.
 +
 +^Parameter^Value^Description^
 +|text|string|Text to announce. If not set uses the last text.|
 +|text.translate|string|Text to announce using TranslationManager to look up translation entry. If not set uses the last text.|
 +|stop| |If present stop announcement instead of starting it|
 +
 +This is an example of using this action:
 +<code xml>
 +<action name='announcer.announce'>
 +  <parameter name='text.translated'>announcer.welcome</parameter>
 +</action>
 +</code>
 +
 +===== announcer.check =====
 +
 +Check one or more announcer parameters. Action succeeds if all parameter value matches their respective announcer parameter otherwise action fails. This action is typically used as first action in a sequence to run the sequence only if a announcer parameter matches (or not).
 +
 +^Parameter^Value^Description^
 +|announcing|''true'', ''false''|Announcer is announcing|
 +|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:
 +<code xml>
 +<sequence>
 +  <action name='announcer.check'>
 +    <parameter name='announcing'>true</parameter>
 +  </action>
 +  <!-- actions here run only if announcer is announcing -->
 +</sequence>
 +</code>
 +
 +====== Behavior Tree Conditions ======
 +
 +This behavior adds these behavior tree conditions if behavior tree is present. If behavior has non-empty identifier replace ''announcer'' with ''announcer(id)''.
 +
 +===== announcer.check =====
 +
 +Check one or more announcer parameters. Conditions returns true if all parameter value match their respective announcer parameter. This condition is typically used to run an action or sequence of actions as long as announcer conditions are true.
 +
 +^Parameter^Value^Description^
 +|announcer.announcing|''true'', ''false''|Announcer is announcing|
 +
 +This is an example of using this condition:
 +<code xml>
 +<action name='myAction' id='doing something'>
 +  <parameter name='announcer.announcing'>true</parameter>
 +  <condition>announcer.check</condition>
 +</action>
 +</code>
 +
 +====== 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. If behavior has non-empty identifier replace ''announcer'' with ''announcer(id)''.
 +
 +===== announcer.start =====
 +
 +Start playing back announcement.
 +
 +===== announcer.stop =====
  
 Stop playing back announcement. Stop playing back announcement.
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   * [[behavior_collider|ECBehaviorCollider]]: Attach to collider.   * [[behavior_collider|ECBehaviorCollider]]: Attach to collider.
 +  * [[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 ====== ====== Persistency ======
Line 208: Line 287:
     <!-- optional: use BaseGameApp trigger table. game can add more supported values -->     <!-- optional: use BaseGameApp trigger table. game can add more supported values -->
     <string name='triggerTable'>default</string>     <string name='triggerTable'>default</string>
 +    
 +    <!-- optional: identifier of ECBehaviorTriggered to synchronize with or empty
 +                   string to not synchronize. default is empty string. -->
 +    <string name='trigger.synchronize'>other</string>
 +    
 +    <!-- optional: use behavior tree with id instead of empty string -->
 +    <string name='behaviorTree'>second</string>
 +    
 +    <!-- optional: use state machine with id instead of empty string -->
 +    <string name='stateMachine'>second</string>
          
     <!-- set element properties. omit property prefix if used inside behavior tag -->     <!-- set element properties. omit property prefix if used inside behavior tag -->
dragengine/modules/dragonscript/behavior_announcer.1741886169.txt.gz · Last modified: 2025/03/13 17:16 by dragonlord