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dragengine:modules:dragonscript:behavior_interactionspot

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ECBehaviorInteractionSpot

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.

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
  • Default Value: (0, 0, 0)
  • Example (*.deeclass)
    <vector name='interactionSpot.position' x='0' y='-1' z='0.5'/>

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
  • Default Value: (0, 0, 0)
  • Example (*.deeclass)
    <vector name='interactionSpot.orientation' x='0' y='180' z='0'/>

lookAt

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.

  • Full name: “interactionSpot.lookAt” or “interactionSpot(id).lookAt”
  • Type: 3-component vector
  • Default Value: null
  • Example (*.deeclass)
    <vector name='interactionSpot.lookAt' x='0' y='0.2' z='0.5'/>

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 with interactionSpot(id).

interactionSpot.release

Release occupied if one interaction spot is not empty.

This is an example of using this action:

<action name='interactionSpot.release'/>

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).

ParameterValueDescription
emptytrue, falseInteraction spot is empty, hence not occupied by an occupier

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>

Behavior Tree Conditions

This behavior adds these behavior tree conditions if behavior tree is present. If behavior has non-empty identifier replace interactionSpot with interactionSpot(id).

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.

ParameterValueDescription
interactionSpot.emptytrue, falseInteraction 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>

Required Behaviors

This behavior does not required other behaviors to be present.

Optional Behaviors

Persistency

This behavior does support element class to be persistable (setPersistable).

API Documentation

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

Behavior Factory

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>

Live Examples

In the ExampleApp you can find a complete example of using this behavior:

  • InteractionSpotExampleClass.ds: Element class providing an interaction spot the player can use
  • 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.
  • PlayerActorClass.ds: Player actor class. Uses occupier behavior to safely do interactions.
  • 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.
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dragengine/modules/dragonscript/behavior_interactionspot.1746222690.txt.gz · Last modified: 2025/05/02 21:51 by dragonlord