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Behavior in action (starting at timestamp 1:28)
Behavior element behavior adding support to define interaction spot for actors.
Defines position and orientation actors or the player have to assume to properly interact with the owner element. This is typically required to line up animations of the actor and the element. Furthermore this allows to track if an actor is occupying the interaction spot. Hence at most one actor can occpuy an interaction spot at each time.
Optionally a look-at position can be defined. If the occupier is using ECBehaviorConversationActor it can use the look-at position to make actors train their view on a specific point relative to the interaction spot owner element.
Elements able to occupy an interaction spot have to use the ECBehaviorOccupier behavior. Both the interaction spot and the occupier have to persist the other behavior. During restoring no notifications are triggered this way.
This behavior can be used multiple times on an element to add different interaction prompts. Use the behavior identifier to tell them apart.
Element class properties have the prefix interactionSpot.
or interactionSpot(id)
. if id is not empty.
Position relative to owner element the actor or player has to be placed at to interact with the owner element.
(0, 0, 0)
<vector name='interactionSpot.position' x='0' y='-1' z='0.5'/>
Orientation in euler angles relative to owner element the actor or player has to be placed at to interact with the owner element.
(0, 0, 0)
<vector name='interactionSpot.orientation' x='0' y='180' z='0'/>
Position to look at while actor or player is approaching the target position. Typically used together with ECBehaviorConversationActor to set the Head Look-At playback. Can be null (or empty string with object properties) to not use a look-at.
null
<vector name='interactionSpot.lookAt' x='0' y='0.2' z='0.5'/>
Occupier has claimed spot.
Occupier has release spot.
This behavior adds these behavior tree actions if behavior tree is present. If behavior has non-empty identifier replace interactionSpot
with interactionSpot(id)
.
Release occupied if one interaction spot is not empty.
This is an example of using this action:
<action name='interactionSpot.release'/>
Check one or more interaction spot parameters. Action succeeds if all parameter value matches their respective interaction spot parameter otherwise action fails. This action is typically used as first action in a sequence to run the sequence only if a interaction spot parameter matches (or not).
Parameter | Value | Description |
---|---|---|
empty | true , false | Interaction spot is empty, hence not occupied by an occupier |
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:
<sequence> <action name='interactionSpot.check'> <parameter name='empty'>true</parameter> </action> <!-- actions here run only if interaction spot is empty, hence not occupied by an occupier --> </sequence>
This behavior adds these behavior tree conditions if behavior tree is present. If behavior has non-empty identifier replace interactionSpot
with interactionSpot(id)
.
Check one or more interaction spot parameters. Conditions returns true if all parameter value match their respective interaction spot parameter. This condition is typically used to run an action or sequence of actions as long as interaction spot conditions are true.
Parameter | Value | Description |
---|---|---|
interactionSpot.empty | true , false | Interaction spot is empty, hence not occupied by an occupier |
This is an example of using this condition:
<action name='myAction' id='doing something'> <parameter name='interactionSpot.empty'>true</parameter> <condition>interactionSpot.check</condition> </action>
Same as Behavior Tree Actions.
Same as Behavior Tree Conditions.
This behavior sends these state machine events. If behavior has non-empty identifier replace interactionSpot
with interactionSpot(id)
.
Occupier has claimed spot.
Occupier has release spot.
This behavior does not required other behaviors to be present.
This behavior does support element class to be persistable (setPersistable).
Since DragonScript Module Version 1.4
class ExampleElementClass extends BehaviorElementClass public var ECBehaviorComponent component public var ECBehaviorCollider collider public var ECBehaviorInteractionSpot interactionSpot public func new() super("ExampleElement") // Create component and collider to give element a look and feeling component = ECBehaviorComponent.new(this) collider = ECBehaviorCollider.new(this, component) // Create interaction spot in front of the element. Typically actors need // to be rotated by 180 degrees to interact with elements since then the // actor is looking at the front side of the element. // // This behavior is named "use". It is not required to use a name but // it allows to add multiple interaction spots. This can be because the // element has more than one possible interaction or different spots the // same type of interaction can be used. Think of a bench having 3 seats // to sit down. This allows three actors to use the bench but with each // seat occupied by only one actor interactionSpot = ECBehaviorInteractionSpot.new(this, "use") interactionSpot.getPosition().setVector(Vector.new(0, 0, 0.8)) interactionSpot.getOrientation().setVector(Vector.new(0, 180, 0)) interactionSpot.getLookAt().setVector(Vector.new(0, 1.2, 0.2)) 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='ECBehaviorInteractionSpot'> <!-- 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 --> <vector name='.lookAt' x='0' y='0.2' z='0.5'/> </behavior> <!-- for adding multiple behaviors use unique identifiers --> <behavior type='ECBehaviorInteractionSpot' id='second'/> </elementClass>
In the ExampleApp you can find a complete example of using this behavior: