Start Page » DragonScript Scripting Language » Behavior Elements: Quick and Easy Development » ECBehaviorLookAt
Behavior adding support to actors to know what element they are looking at.
Behavior uses one collider collision test located attached ECBehaviorColliderAI facing forward. If no ECBehaviorColliderAI is present ECBehaviorCollider is used instead.
If ECBehaviorComponent is present and a test bone is set the collision test will be attached to the component bone. This is simple and good solution for FPS type games.
If no component and bone is used and ECBehaviorLocomotion is present then the test parameters will be updated to match the locomotion looking direction.
This behavior can be used only once on an element.
Element class properties have the prefix lookAt.
.
Set range in meters. Elements will only be detected this far.
lookAt.range
<float name='lookAt.range'>3</float>
Set origin from where the test ray is cast.
lookAt.origin
<vector name='lookAt.origin' x='0' y='1.6' z='0.2'/>
Set bone from where the test ray is cast.
lookAt.bone
<string name='lookAt.bone'>head</string>
This behavior has these events:
Enabled changed.
Looking at element changed.
This behavior requires no other behaviors.
This behavior does not required element class to be persistable (setPersistable).
Since DragonScript Module Version 1.0
This example defines an element which look-at support.
class MyElement extends BehaviorElementClass public var ECBehaviorComponent component public var ECBehaviorCollider collider public var ECBehaviorColliderAI colliderAI public var ECBehaviorLocomotion locomotion public var ECBehaviorLookAt lookAt func new() component = ECBehaviorComponent.new(this, null) collider = ECBehaviorCollider.new(this, component) colliderAI = ECBehaviorColliderAI.new(this, collider) locomotion = ECBehaviorLocomotion.new(this, colliderAI) lookAt = ECBehaviorLookAt.new(this, colliderAI, component, locomotion) 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='ECBehaviorColliderAI'/> <behavior type='ECBehaviorLocomotion'/> <behavior type='ECBehaviorLookAt'> <!-- optional: set collision filter. default value '3:0 1 2 3' which means category BaseGameApp.CollisionFilterBit.actorAI filter BaseGameApp.CollisionFilterBit.geometry, BaseGameApp.CollisionFilterBit.dynamic, BaseGameApp.CollisionFilterBit.actorAI. format is '', 'category' or 'category:filter' where category and filter are a list of bits to set. --> <string name='collisionFilter'>3:0 1 2 3</string> <!-- optional: use component with id instead of empty string --> <string name='component'>second</string> <!-- set element properties. omit property prefix if used inside behavior tag --> <string name='.name'>Color 1</string> </behavior> <!-- for adding multiple behaviors use unique identifiers --> <behavior type='ECBehaviorLookAt' id='second'/> </elementClass>