Start Page » DragonScript Scripting Language » Abstraction Layers: How you want to build your Game » Behavior Elements » ECBehaviorAttachSlot
Behavior element behavior adding support to attach other behavior elements.
Provides an attachment slot where one ECBehaviorAttachable supporting element can be attached to. The slot behavior is responsible to persist the UniqueID of the attachable. Attachable is added to game world during addToGameWorld() if not in the game world already. Attachable is remove from game world during removeFromGameWorld() if in the game world. If attachable is present while behavior instance is disposed then attachable will be safely disposed using Element.safeDispose() .
Behavior supports using ECBehaviorVRHand instead of ECBehaviorCollider to add attachment slot to VR hands.
This behavior can be used multiple times on an element to add multiple attach slots. Use the behavior identifier to tell them apart.
Element class properties have the prefix attachSlot.
or attachSlot({id}).
if id is not empty.
Set bone to attach to or empty string to attach to collider.
attachSlot.bone
or attachSlot({id}).bone
<string name='attachSlot.bone'>value</string>
Set position in meters to attach to.
attachSlot.position
or attachSlot({id}).position
<vector name='attachSlot.position' x='0' y='0' z='0.2'/>
Set orientation in degrees to attach to.
attachSlot.orientation
or attachSlot({id}).orientation
<vector name='attachSlot.orientation' x='90' y='0' z='0'/>
This behavior has these events:
Attachable has been attached to slot.
Attachable has been removed from slot.
This behavior requires no other behaviors.
This behavior does support element class to be persistable (setPersistable).
Since DragonScript Module Version 1.0
This example defines an element which contains an attachment slot.
class MyElement extends BehaviorElementClass public var ECBehaviorComponent component public var ECBehaviorCollider collider public var ECBehaviorAttachSlot attachSlot func new() component = ECBehaviorComponent.new(this, null) collider = ECBehaviorCollider.new(this, component) attachSlot = ECBehaviorAttachSlot.new(this, collider) end end
Using element class supporting adding behaviors the behavior can be added like this:
<?xml version='1.0' encoding='UTF-8'?> <elementClass name='MyClass' class='GenericBehaviorElement'> <behavior type='ECBehaviorComponent'/> <behavior type='ECBehaviorCollider'/> <behavior type='ECBehaviorAttachSlot'> <!-- optional: use vrhand behavior with id. if not set ECBehaviorCollider is used --> <string name='vrHand'>right</string> <!-- set element properties. omit property prefix if used inside behavior tag --> <string name='.bone'>hand.attach.l</string> </behavior> <!-- for adding multiple behaviors use unique identifiers --> <behavior type='ECBehaviorAttachSlot' id='second'/> </elementClass>