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dragengine:modules:dragonscript:behavior_light

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dragengine:modules:dragonscript:behavior_light [2025/05/02 21:49] – [Optional Behaviors] dragonlorddragengine:modules:dragonscript:behavior_light [2025/06/19 12:35] (current) dragonlord
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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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 ^Parameter^Value^Description^ ^Parameter^Value^Description^
 |activated|true,false|Light is activated or not| |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: This is an example of using this action:
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 </action> </action>
 </code> </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_behaviortree|ECBehaviorBehaviorTree]]: Add actions and conditions for behavior trees to use.   * [[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.   * [[behavior_statemachine|ECBehaviorStateMachine]]: Add actions and conditions for state machine to use and events to send to the state machine.
- 
  
 ====== Persistency ====== ====== Persistency ======
dragengine/modules/dragonscript/behavior_light.1746222573.txt.gz · Last modified: 2025/05/02 21:49 by dragonlord