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dragengine:modules:dragonscript:behavior_interactionspot [2020/11/23 15:57] – created dragonlord | dragengine:modules:dragonscript:behavior_interactionspot [2025/05/04 13:47] (current) – [interactionSpot.check] dragonlord | ||
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{{tag> | {{tag> | ||
<WRAP youarehere> | <WRAP youarehere> | ||
- | [[: | + | [[: |
</ | </ | ||
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====== ECBehaviorInteractionSpot ====== | ====== ECBehaviorInteractionSpot ====== | ||
+ | |||
+ | <WRAP center 100%> | ||
+ | <WRAP center box 450px> | ||
+ | {{youtube> | ||
+ | <WRAP centeralign> | ||
+ | </ | ||
+ | </ | ||
Behavior element behavior adding support to define interaction spot for actors. | Behavior element behavior adding support to define interaction spot for actors. | ||
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====== Element Class Properties ====== | ====== Element Class Properties ====== | ||
- | Element class properties have the prefix | + | Element class properties have the prefix |
===== position ===== | ===== position ===== | ||
Position relative to owner element the actor or player has to be placed at to interact with the owner element. | Position relative to owner element the actor or player has to be placed at to interact with the owner element. | ||
* Full name: “interactionSpot.position” or “interactionSpot(id).position” | * Full name: “interactionSpot.position” or “interactionSpot(id).position” | ||
- | * Type: 3-component vector. Format used with object properties (string): "x y z" | + | * Type: 3-component vector |
- | * Default Value: (0, 0, 0) | + | * Default Value: |
* Example (*.deeclass) <code xml>< | * Example (*.deeclass) <code xml>< | ||
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Orientation in euler angles relative to owner element the actor or player has to be placed at to interact with the owner element. | Orientation in euler angles relative to owner element the actor or player has to be placed at to interact with the owner element. | ||
* Full name: “interactionSpot.orientation” or “interactionSpot(id).orientation” | * Full name: “interactionSpot.orientation” or “interactionSpot(id).orientation” | ||
- | * Type: 3-component vector. Format used with object properties (string): "x y z" | + | * Type: 3-component vector |
- | * Default Value: (0, 0, 0) | + | * Default Value: |
* Example (*.deeclass) <code xml>< | * Example (*.deeclass) <code xml>< | ||
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Position to look at while actor or player is approaching the target position. Typically used together with [[behavior_conversationactor|ECBehaviorConversationActor]] to set the Head Look-At playback. Can be null (or empty string with object properties) to not use a look-at. | Position to look at while actor or player is approaching the target position. Typically used together with [[behavior_conversationactor|ECBehaviorConversationActor]] to set the Head Look-At playback. Can be null (or empty string with object properties) to not use a look-at. | ||
* Full name: “interactionSpot.lookAt” or “interactionSpot(id).lookAt” | * Full name: “interactionSpot.lookAt” or “interactionSpot(id).lookAt” | ||
- | * Type: 3-component vector. Format used with object properties (string): "x y z" | + | * Type: 3-component vector |
- | * Default Value: null | + | * Default Value: |
- | * Example (*.deeclass) <code xml>< | + | * Example (*.deeclass) <code xml>< |
+ | |||
+ | ====== Events ====== | ||
+ | |||
+ | ===== spotClaimed ===== | ||
+ | |||
+ | Occupier has claimed spot. | ||
+ | |||
+ | ===== spotReleased ===== | ||
+ | |||
+ | Occupier has release spot. | ||
+ | |||
+ | ====== Behavior Tree Actions ====== | ||
+ | |||
+ | This behavior adds these behavior tree actions if behavior tree is present. If behavior has non-empty identifier replace '' | ||
+ | |||
+ | ===== interactionSpot.release ===== | ||
+ | |||
+ | Release occupied if one interaction spot is not empty. | ||
+ | |||
+ | This is an example of using this action: | ||
+ | <code xml> | ||
+ | <action name=' | ||
+ | </ | ||
+ | |||
+ | ===== interactionSpot.check ===== | ||
+ | |||
+ | 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|'' | ||
+ | |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> | ||
+ | < | ||
+ | <action name=' | ||
+ | < | ||
+ | </ | ||
+ | <!-- actions here run only if interaction spot is empty, hence not occupied by an occupier --> | ||
+ | </ | ||
+ | </ | ||
+ | |||
+ | ====== Behavior Tree Conditions ====== | ||
+ | |||
+ | This behavior adds these behavior tree conditions if behavior tree is present. If behavior has non-empty identifier replace '' | ||
+ | |||
+ | ===== interactionSpot.check ===== | ||
+ | |||
+ | 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|'' | ||
+ | |||
+ | This is an example of using this condition: | ||
+ | <code xml> | ||
+ | <action name=' | ||
+ | < | ||
+ | < | ||
+ | </ | ||
+ | </ | ||
+ | |||
+ | ====== State Machine Actions ====== | ||
+ | |||
+ | Same as [[# | ||
+ | |||
+ | ====== State Machine Conditions ====== | ||
+ | |||
+ | Same as [[# | ||
+ | |||
+ | ====== State Machine Events ====== | ||
+ | |||
+ | This behavior sends these state machine events. If behavior has non-empty identifier replace '' | ||
+ | |||
+ | ===== interactionSpot.claimed ===== | ||
+ | |||
+ | Occupier has claimed spot. | ||
+ | |||
+ | ===== interactionSpot.released ===== | ||
+ | |||
+ | Occupier has release spot. | ||
====== Required Behaviors ====== | ====== Required Behaviors ====== | ||
+ | |||
This behavior does not required other behaviors to be present. | This behavior does not required other behaviors to be present. | ||
====== Optional Behaviors ====== | ====== Optional Behaviors ====== | ||
- | This behavior | + | |
+ | * [[behavior_behaviortree|ECBehaviorBehaviorTree]]: | ||
+ | * [[behavior_statemachine|ECBehaviorStateMachine]]: | ||
====== Persistency ====== | ====== Persistency ====== | ||
- | This behavior does support element class to be persistable (setPersistable). Saves [[behavior_occupier|ECBehaviorOccupier]] if present. | + | |
+ | This behavior does support element class to be persistable (setPersistable). | ||
====== API Documentation ====== | ====== API Documentation ====== | ||
- | [[https:// | ||
- | Since DragonScript Module Version | + | # |
+ | |||
+ | Since DragonScript Module Version | ||
====== Use Cases ====== | ====== Use Cases ====== | ||
+ | |||
* Ensure actor/ | * Ensure actor/ | ||
* Ensure only one actor/ | * Ensure only one actor/ | ||
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| | ||
- | // Create component and collider to give element a look and feeling | + | |
- | | + | component = ECBehaviorComponent.new(this) |
- | | + | collider = ECBehaviorCollider.new(this, |
- | | + | |
- | | + | // 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 " |
- | | + | // 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, |
- | | + | interactionSpot.getPosition().setVector(Vector.new(0, |
- | | + | interactionSpot.getOrientation().setVector(Vector.new(0, |
- | | + | interactionSpot.getLookAt().setVector(Vector.new(0, |
end | end | ||
end | end | ||
</ | </ | ||
+ | |||
+ | ====== Behavior Factory ====== | ||
+ | |||
+ | Using element class supporting adding behaviors the behavior can be added like this: | ||
+ | <code xml> | ||
+ | <?xml version=' | ||
+ | < | ||
+ | < | ||
+ | < | ||
+ | | ||
+ | < | ||
+ | <!-- optional: use behavior tree with id instead of empty string --> | ||
+ | <string name=' | ||
+ | | ||
+ | <!-- optional: use state machine with id instead of empty string --> | ||
+ | <string name=' | ||
+ | | ||
+ | <!-- set element properties. omit property prefix if used inside behavior tag --> | ||
+ | <vector name=' | ||
+ | </ | ||
+ | | ||
+ | <!-- for adding multiple behaviors use unique identifiers --> | ||
+ | < | ||
+ | </ | ||
+ | </ | ||
+ | |||
+ | ====== Live Examples ====== | ||
+ | |||
+ | In the [[https:// | ||
+ | * [[https:// | ||
+ | * [[https:// | ||
+ | * [[https:// | ||
+ | * [[https:// | ||
+ |