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Start Page » DragonScript Scripting Language » Abstraction Layers: How you want to build your Game » Behavior Elements » 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.
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.
Stashable has been removed from slot.
This behavior adds these behavior tree actions if behavior tree is present. If behavior has non-empty identifier replace inventory
with inventory(id)
.
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 |
This is an example of using this action:
<sequence> <action name='inventory.check'> <parameter name='count.less'>3</parameter> </action> <!-- actions here run only if inventory has less than 3 stashables --> </sequence>
This behavior adds these behavior tree conditions if behavior tree is present. If behavior has non-empty identifier replace inventory
with inventory(id)
.
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:
<action name='myAction' id='doing something'> <parameter name='inventory.count.less'>3</parameter> <condition>inventory.check</condition> </action>
Same as Behavior Tree Actions.
Same as Behavior Tree Conditions.
This behavior sends these state machine events. If behavior has non-empty identifier replace inventory
with inventory(id)
.
Stashable has been added to inventory.
Stashable has been removed from slot.
This behavior requires no other 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'> <!-- 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 --> <string name='.name'>value</string> </behavior> <!-- for adding multiple behaviors use unique identifiers --> <behavior type='ECBehaviorInventory' id='second'/> </elementClass>