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dragengine:modules:dragonscript:behavior_attachslot [2025/03/12 19:40] – [Optional Behaviors] dragonlorddragengine:modules:dragonscript:behavior_attachslot [2025/05/04 13:46] (current) – [attachSlot.check] dragonlord
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 {{tag>dragonscript behavior}} {{tag>dragonscript behavior}}
 <WRAP youarehere> <WRAP youarehere>
-[[:start|Start Page]] >> [[main|DragonScript Scripting Language]] >> [[abstractions#behavior_elementsquick_and_easy_development|Behavior Elements: Quick and Easy Development]] >> **ECBehaviorAttachSlot**+[[: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]] >> **ECBehaviorAttachSlot**
 </WRAP> </WRAP>
  
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 ===== slotDetached ===== ===== slotDetached =====
 +
 +Attachable has been removed from slot.
 +====== Behavior Tree Actions ======
 +
 +This behavior adds these behavior tree actions if behavior tree is present. If behavior has non-empty identifier replace ''attachSlot'' with ''attachSlot(id)''.
 +
 +===== attachSlot.detach =====
 +
 +Detach attachable if one is present.
 +
 +^Parameter^Value^Description^
 +|dispose| |Dispose of attachable after detaching it|
 +
 +This is an example of using this action:
 +<code xml>
 +<action name='attachSlot.detach'>
 +  <parameter name='dispose'/>
 +</action>
 +</code>
 +
 +===== attachSlot.check =====
 +
 +Check one or more attach slot parameters. Action succeeds if all parameter value matches their respective attach slot parameter otherwise action fails. This action is typically used as first action in a sequence to run the sequence only if a attach slot parameter matches (or not).
 +
 +^Parameter^Value^Description^
 +|empty|''true'', ''false''|Attach slot is empty or not|
 +|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='attachSlot.check'>
 +    <parameter name='empty'>false</parameter>
 +  </action>
 +  <!-- actions here run only if attach slot is not empty, hence an attachable is present -->
 +</sequence>
 +</code>
 +
 +====== Behavior Tree Conditions ======
 +
 +This behavior adds these behavior tree conditions if behavior tree is present. If behavior has non-empty identifier replace ''attachSlot'' with ''attachSlot(id)''.
 +
 +===== attachSlot.check =====
 +
 +Check one or more attach slot parameters. Conditions returns true if all parameter value match their respective attach slot parameter. This condition is typically used to run an action or sequence of actions as long as attach slot conditions are true.
 +
 +^Parameter^Value^Description^
 +|attachSlot.empty|''true'', ''false''|Attach slot is empty or not|
 +
 +This is an example of using this condition:
 +<code xml>
 +<action name='myAction' id='doing something'>
 +  <parameter name='attachSlot.empty'>false</parameter>
 +  <condition>attachSlot.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 ''attachSlot'' with ''attachSlot(id)''.
 +
 +===== attachSlot.attached =====
 +
 +Attachable has been attached to slot
 +
 +===== attachSlot.detached =====
  
 Attachable has been removed from slot. Attachable has been removed from slot.
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   * [[behavior_collider|ECBehaviorCollider]] or [[behavior_vrhand|ECBehaviorVRHand]]   * [[behavior_collider|ECBehaviorCollider]] or [[behavior_vrhand|ECBehaviorVRHand]]
 +  * [[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 ======
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     <!-- optional: use vrhand behavior with id. if not set ECBehaviorCollider is used -->     <!-- optional: use vrhand behavior with id. if not set ECBehaviorCollider is used -->
     <string name='vrHand'>right</string>     <string name='vrHand'>right</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_attachslot.1741808452.txt.gz · Last modified: 2025/03/12 19:40 by dragonlord