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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.
Behavior in action (starting at timestamp 1:28)
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.
<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.
<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.
<vector name='interactionSpot.position' x='0' y='0.2' z='0.5'/>
This behavior does not required other behaviors to be present.
This behavior does not support optional behaviors.
This behavior does support element class to be persistable (setPersistable). Saves ECBehaviorOccupier if present.
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
In the ExampleApp you can find a complete example of using this behavior: