{{tag>dragonscript behavior}}
[[:start|Start Page]] >> [[main|DragonScript Scripting Language]] >> [[dragengine:modules:dragonscript:abstractions|Abstraction Layers: How you want to build your Game]] >> [[dragengine:modules:dragonscript:behavior_elements|Behavior Elements]] >> **ECBehaviorInventory**
* [[behaviors_use_cases|Behaviors Explained: By Use-Case]]
* [[behaviors_a_to_z|Behaviors Explained: From A to Z]]
====== ECBehaviorInventory ======
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.
====== Instance Counts ======
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 ======
Element class properties have the prefix ''inventory.'' or ''inventory({id}).'' if id is not empty.
====== Events ======
===== stashableAdded =====
Stashable has been added to inventory.
===== stashableRemoved =====
Stashable has been removed from slot.
====== Behavior Tree Actions ======
This behavior adds these behavior tree actions if behavior tree is present. If behavior has non-empty identifier replace ''inventory'' with ''inventory(id)''.
===== inventory.check =====
Check one or more inventory parameters. Action succeeds if all parameter value matches their respective inventory parameter otherwise action fails. This action is typically used as first action in a sequence to run the sequence only if a inventory parameter matches (or not).
^Parameter^Value^Description^
|count|integer|Count of stashables equals integer value|
|count.not|integer|Count of stashables does not equal integer value|
|count.less|integer|Count of stashables is less than integer value|
|count.greater|integer|Count of stashables is greater than integer value|
|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:
3
====== Behavior Tree Conditions ======
This behavior adds these behavior tree conditions if behavior tree is present. If behavior has non-empty identifier replace ''inventory'' with ''inventory(id)''.
===== inventory.check =====
Check one or more inventory parameters. Conditions returns true if all parameter value match their respective inventory parameter. This condition is typically used to run an action or sequence of actions as long as inventory conditions are true.
^Parameter^Value^Description^
|inventory.count|integer|Count of stashables equals integer value|
|inventory.count.not|integer|Count of stashables does not equal integer value|
|inventory.count.less|integer|Count of stashables is less than integer value|
|inventory.count.greater|integer|Count of stashables is greater than integer value|
This is an example of using this condition:
3
inventory.check
====== State Machine Actions ======
Same as [[#behavior_tree_actions|Behavior Tree Actions]].
====== State Machine Conditions ======
Same as [[#behavior_tree_conditions|Behavior Tree Conditions]].
====== State Machine Events ======
This behavior sends these state machine events. If behavior has non-empty identifier replace ''inventory'' with ''inventory(id)''.
===== inventory.added =====
Stashable has been added to inventory.
===== inventory.removed =====
Stashable has been removed from slot.
====== Required Behaviors ======
This behavior requires no other behaviors.
====== Optional Behaviors ======
* [[behavior_behaviortree|ECBehaviorBehaviorTree]]: Add actions and conditions for behavior trees to use.
* [[behavior_statemachine|ECBehaviorStateMachine]]: Add actions and conditions for state machine to use and events to send to the state machine.
====== Persistency ======
This behavior does support element class to be persistable (setPersistable).
====== API Documentation ======
#@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1ECBehaviorInventory.html,ECBehaviorInventory~@#.
Since DragonScript Module Version ''1.0''
====== Use Cases ======
* Add inventory to actor elements can be placed in.
====== Element Class Example ======
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
====== Behavior Factory ======
Using element class supporting adding behaviors the behavior can be added like this:
second
second
value
====== Live Examples ======
* [[https://github.com/LordOfDragons/deexamples|DEExamples Repository]]