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dragengine:modules:dragonscript:behavior_light [2025/05/02 21:49] – [Optional Behaviors] dragonlord | dragengine:modules:dragonscript:behavior_light [2025/06/19 12:35] (current) – dragonlord | ||
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====== ECBehaviorLight ====== | ====== ECBehaviorLight ====== | ||
- | Behavior element behavior adding | + | Behavior element behavior adding |
- | + | ||
- | 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 | + | This behavior can be used multiple times on an element to add multiple |
====== Element Class Properties ====== | ====== Element Class Properties ====== | ||
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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: | ||
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</ | </ | ||
</ | </ | ||
+ | |||
+ | ====== 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_behaviortree|ECBehaviorBehaviorTree]]: | * [[behavior_behaviortree|ECBehaviorBehaviorTree]]: | ||
* [[behavior_statemachine|ECBehaviorStateMachine]]: | * [[behavior_statemachine|ECBehaviorStateMachine]]: | ||
- | |||
====== Persistency ====== | ====== Persistency ====== |