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dragengine:modules:dragonscript:behavior_light [2025/03/12 19:36] – [Optional Behaviors] dragonlorddragengine:modules:dragonscript:behavior_light [2025/06/19 12:35] (current) dragonlord
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 {{tag>dragonscript behavior}} {{tag>dragonscript behavior}}
 <WRAP youarehere> <WRAP youarehere>
-[[:start|Start Page]] >> [[main|DragonScript Scripting Language]] >> [[abstractions#behavior_elementsquick_and_easy_development|Behavior Elements: Quick and Easy Development]] >> **ECBehaviorLight**+[[: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]] >> **ECBehaviorLight**
 </WRAP> </WRAP>
  
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 ====== ECBehaviorLight ====== ====== ECBehaviorLight ======
  
-Behavior element behavior adding custom color support. +Behavior element behavior adding Light resource.
- +
-Custom colors are typically used to allow players to customize the look of their player actor by altering the color of individual body parts. This behavior allows to define custom color slots the player or artist can manipulate. This behavior does not define how custom colors are applied. This is left for other behaviors or game scripts to do. +
- +
-Custom colors compose of a display name and the currently assigned color. This color can be null to use the assigned default color. An optional list of colors can be used to restrict the colors the player can select. If the list is empty the player can choose the color unrestricted. In addition a display description can be added in case the game developer would like to communicate additional information about the custom color.+
  
 ====== Instance Counts ====== ====== Instance Counts ======
-This behavior can be used multiple times on an element to add multiple custom colors to mainpulate. Use the behavior identifier to tell them apart.+This behavior can be used multiple times on an element to add multiple lights to mainpulate. Use the behavior identifier to tell them apart.
  
 ====== Element Class Properties ====== ====== Element Class Properties ======
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 Light parameters have been changed. Light parameters have been changed.
 +
 +====== Behavior Tree Actions ======
 +
 +This behavior adds these behavior tree actions if behavior tree is present. If behavior has non-empty identifier replace ''light'' with ''light(id)''.
 +
 +===== light.set =====
 +
 +Set one or more light parameters.
 +
 +^Parameter^Value^Description^
 +|activated|true,false|Activate light|
 +
 +This is an example of using this action:
 +<code xml>
 +<action name='light.set'>
 +  <parameter name='activated'>true</parameter>
 +</action>
 +</code>
 +
 +===== light.check =====
 +
 +Check one or more light parameters. Action succeeds if all parameter value matches their respective light parameter otherwise action fails. This action is typically used as first action in a sequence to run the sequence only if a light parameter matches (or not).
 +
 +^Parameter^Value^Description^
 +|activated|true,false|Light is activated or not|
 +|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:
 +<code xml>
 +<sequence>
 +  <action name='light.check'>
 +    <parameter name='activated'>true</parameter>
 +  </action>
 +  <!-- actions here run only if light is activated -->
 +</sequence>
 +</code>
 +
 +====== Behavior Tree Conditions ======
 +
 +This behavior adds these behavior tree conditions if behavior tree is present. If behavior has non-empty identifier replace ''light'' with ''light(id)''.
 +
 +===== light.check =====
 +
 +Check one or more light parameters. Conditions returns true if all parameter value match their respective light parameter. This condition is typically used to run an action or sequence of actions as long as light conditions are true.
 +
 +^Parameter^Value^Description^
 +|light.activated|true,false|Light is activated or not|
 +
 +This is an example of using this condition:
 +<code xml>
 +<action name='myAction' id='doing something'>
 +  <parameter name='light.activated'>true</parameter>
 +  <condition>light.check</condition>
 +</action>
 +</code>
 +
 +====== 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 ''light'' with ''light(id)''.
 +
 +===== light.activated =====
 +
 +Light has been activated.
 +
 +===== light.deactivated =====
 +
 +Light has been deactivated.
  
 ====== Required Behaviors ====== ====== Required Behaviors ======
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   * [[behavior_collider|ECBehaviorCollider]]. Attach to collider.   * [[behavior_collider|ECBehaviorCollider]]. Attach to collider.
 +  * [[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 ====== ====== Persistency ======
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     <!-- optional: sync trigger with light matching identifier -->     <!-- optional: sync trigger with light matching identifier -->
     <string name='syncTrigger'>second</string>     <string name='syncTrigger'>second</string>
 +    
 +    <!-- optional: identifier of ECBehaviorTriggered to synchronize with or empty
 +                   string to not synchronize. default is empty string. -->
 +    <string name='trigger.synchronize'>other</string>
 +    
 +    <!-- 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>
          
     <!-- optional: component behaviors not casting shadows. list of behavior identifiers -->     <!-- optional: component behaviors not casting shadows. list of behavior identifiers -->
dragengine/modules/dragonscript/behavior_light.1741808189.txt.gz · Last modified: 2025/03/12 19:36 by dragonlord