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dragengine:modules:dragonscript:behavior_light [2025/04/30 20:25] – dragonlord | dragengine:modules:dragonscript:behavior_light [2025/05/04 13:40] (current) – [light.check] dragonlord | ||
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^Parameter^Value^Description^ | ^Parameter^Value^Description^ | ||
|activated|true, | |activated|true, | ||
+ | |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: | This is an example of using this action: | ||
Line 266: | Line 267: | ||
</ | </ | ||
</ | </ | ||
+ | |||
+ | ====== State Machine Actions ====== | ||
+ | |||
+ | Same as [[# | ||
+ | |||
+ | ====== State Machine Conditions ====== | ||
+ | |||
+ | Same as [[# | ||
+ | |||
+ | ====== State Machine Events ====== | ||
+ | |||
+ | This behavior sends these state machine events. If behavior has non-empty identifier replace '' | ||
+ | |||
+ | ===== 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]]: | ||
+ | * [[behavior_statemachine|ECBehaviorStateMachine]]: | ||
====== Persistency ====== | ====== Persistency ====== | ||
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| | ||
<string name=' | <string name=' | ||
+ | | ||
+ | <!-- optional: use behavior tree with id instead of empty string --> | ||
+ | <string name=' | ||
+ | | ||
+ | <!-- optional: use state machine with id instead of empty string --> | ||
+ | <string name=' | ||
| | ||
<!-- optional: component behaviors not casting shadows. list of behavior identifiers --> | <!-- optional: component behaviors not casting shadows. list of behavior identifiers --> |