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Behavior element behavior evaluating trigger expression.
Fires and resets a trigger target depending on the evaluation state of a trigger expression. Optionally pulses trigger target instead of just firing it.
This behavior can be used multiple times on an element to add multiple triggers. Use the behavior identifier to tell them apart.
Element class properties have the prefix evaluate.
or evaluate({id}).
if id is not empty.
Trigger to evaluate.
evaluate.trigger
or evaluate({id}).trigger
<string name='evaluate.trigger'>@switchOnVent & @powerEnabled</string>
Fires target if trigger evaluates to true otherwise resets it.
evaluate.target
or evaluate({id}).target
<string name='evaluate.target'>ventOn</string>
Pulse target instead of toggle fired state.
evaluate.pulse
or evaluate({id}).pulse
false
<boolean name='evaluate.pulse'>true</boolean>
Trigger expression changed to true.
Trigger expression changed to false.
This behavior requires no other behaviors.
This behavior does not support optional behaviors.
This behavior does not required element class to be persistable (setPersistable).
Since DragonScript Module Version 1.0
This example defines an element which evaluates trigger.
class MyElement extends BehaviorElementClass public var ECBehaviorEvaluate evaluate func new() evaluate = ECBehaviorEvaluate.new(this) 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='ECBehaviorEvaluate'> <!-- optional: use BaseGameApp trigger table. game can add more supported values. default is 'default' --> <string name='triggerTable'>default</string> <!-- set element properties. omit property prefix if used inside behavior tag --> <string name='.target'>ventOn</string> </behavior> <!-- for adding multiple behaviors use unique identifiers --> <behavior type='ECBehaviorEvaluate' id='second'/> </elementClass>