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Behavior element behavior inventory support.
Adds inventory where stashable elements can be put into. The inventory does not make any assumptions about the kind of inventory nor does it impose any kind of restrictions. Game scripts and behaviors using the inventory are responsible to apply such restrictions.
This behavior can be used multiple times on an element to add multiple inventories. Use the behavior identifier to tell them apart.
Element class properties have the prefix inventory.
or inventory({id}).
if id is not empty.
Stashable has been added to inventory.
===== stashableRemoved ( Instance instance, ECBehaviorStashable.Instance stashable )
Stashable has been removed from slot.
This behavior requires no other behaviors.
This behavior does not support optional behaviors.
This behavior does support element class to be persistable (setPersistable).
Since DragonScript Module Version 1.0
This example defines an element which contains a resources.
class MyElement extends BehaviorElementClass public var ECBehaviorComponent component public var ECBehaviorCollider collider func new() component = ECBehaviorComponent.new(this, null) collider = ECBehaviorCollider.new(this, component) ECBehaviorInventory.new(this, "color1", "Color 1", Color.blue) ECBehaviorInventory.new(this, "color2", "Color 2", Color.red) 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='ECBehaviorInventory'> <!-- set element properties. omit property prefix if used inside behavior tag --> <string name='.name'>value</string> </behavior> <!-- for adding multiple behaviors use unique identifiers --> <behavior type='ECBehaviorInventory' id='second'/> </elementClass>