{{tag>dragonscript behavior}}
[[:start|Start Page]] >> [[main|DragonScript Scripting Language]] >> [[abstractions#behavior_elementsquick_and_easy_development|Behavior Elements: Quick and Easy Development]] >> **ECBehaviorInteractionSpot**
* [[behaviors_use_cases|Behaviors Explained: By Use-Case]]
* [[behaviors_a_to_z|Behaviors Explained: From A to Z]]
====== ECBehaviorInteractionSpot ======
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 [[behavior_conversationactor|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 [[behavior_occupier|ECBehaviorOccupier]] behavior. Both the interaction spot and the occupier have to persist the other behavior. During restoring no notifications are triggered this way.
{{youtube>BbP-lMrr0tQ?medium}}
Behavior in action (starting at timestamp 1:28)
====== Instance Counts ======
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 ======
Element class properties have the prefix **interactionSpot.** or **interactionSpot(id)**. if id is not empty.
===== position =====
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”
* Type: 3-component vector. Format used with object properties (string): "x y z"
* Default Value: (0, 0, 0)
* Example (*.deeclass)
===== orientation =====
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”
* Type: 3-component vector. Format used with object properties (string): "x y z"
* Default Value: (0, 0, 0)
* Example (*.deeclass)
===== lookAt =====
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”
* Type: 3-component vector. Format used with object properties (string): "x y z"
* Default Value: null
* Example (*.deeclass)
====== Required Behaviors ======
This behavior does not required other behaviors to be present.
====== Optional Behaviors ======
This behavior does not support optional behaviors.
====== Persistency ======
This behavior does support element class to be persistable (setPersistable). Saves [[behavior_occupier|ECBehaviorOccupier]] if present.
====== API Documentation ======
#@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1ECBehaviorInteractionSpot.html,ECBehaviorInteractionSpot~@#.
Since DragonScript Module Version **1.4**
====== Use Cases ======
* Ensure actor/player is at a specific position and orientation relative to an interactive element to ensure animation of actor/player and interactive element properly line up.
* Ensure only one actor/player uses an interactive element at each time.
====== Element Class Example ======
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
In the [[https://github.com/LordOfDragons/deexamples|ExampleApp]] you can find a complete example of using this behavior:
* [[https://github.com/LordOfDragons/deexamples/blob/master/exampleApp/data/scripts/InteractionSpotExampleClass.ds|InteractionSpotExampleClass.ds]]: Element class providing an interaction spot the player can use
* [[https://github.com/LordOfDragons/deexamples/blob/master/exampleApp/data/scripts/BehaviorInteractToggle.ds|BehaviorInteractToggle.ds]]: Interaction behavior allowing player to toggle the animated state of an element. This behavior stores the interaction spot the player has to claim.
* [[https://github.com/LordOfDragons/deexamples/blob/master/exampleApp/data/scripts/PlayerActorClass.ds|PlayerActorClass.ds]]: Player actor class. Uses occupier behavior to safely do interactions.
* [[https://github.com/LordOfDragons/deexamples/blob/master/exampleApp/data/scripts/PlayerActionInteractToggle.ds|PlayerActionInteractToggle.ds]]: Player action interacting with BehaviorInteractToggle. Tries to claim the assigned interaction spot and if successful moves to the spot and uses the element. Once finished releases the interaction spot.