Start Page » DragonScript Scripting Language » Abstraction Layers: How you want to build your Game » Behavior Elements » ECBehaviorLookedAt
Behavior element behavior adding support to track if actors look at element.
This behavior tracks if actors are looking at the element. If actors start looking at the element they are added to the list and listeners are notified. If the actors stop looking at the element they are removed from the list and listeners are notified. The actors can be an NPC or the player.
The behavior itself is passive. It requires to be triggered by the actor elements. The ECBehaviorLookAt behavior provides this functionality.
This behavior can be used only once on an element. The behavior always has identifier empty string.
Element class properties have the prefix lookedAt.
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This behavior supports adding listeners. These events can be received:
Actors starts looking at object.
Actors stops looking at object.
This behavior adds these behavior tree actions if behavior tree is present.
Check one or more looked-at parameters. Action succeeds if all parameter value matches their respective looked-at parameter otherwise action fails. This action is typically used as first action in a sequence to run the sequence only if a looked-at parameter matches (or not).
Parameter | Value | Description |
---|---|---|
count | integer | Count of actors looking at element equals integer value |
count.not | integer | Count of actors looking at element does not equal integer value |
count.less | integer | Count of actors looking at element is less than integer value |
count.greater | integer | Count of actors looking at element is greater than integer value |
player | true , false | Player is looking at element |
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:
<sequence> <action name='lookedAt.check'> <parameter name='player'>true</parameter> </action> <!-- actions here run only if element is looked at by player --> </sequence>
This behavior adds these behavior tree conditions if behavior tree is present.
Check one or more looked-at parameters. Conditions returns true if all parameter value match their respective looked-at parameter. This condition is typically used to run an action or sequence of actions as long as looked-at conditions are true.
Parameter | Value | Description |
---|---|---|
lookedAt.count | integer | Count of actors looking at element equals integer value |
lookedAt.count.not | integer | Count of actors looking at element does not equal integer value |
lookedAt.count.less | integer | Count of actors looking at element is less than integer value |
lookedAt.count.greater | integer | Count of actors looking at element is greater than integer value |
lookedAt.player | true , false | Player is looking at element |
This is an example of using this condition:
<action name='myAction' id='doing something'> <parameter name='lookedAt.player'>true</parameter> <condition>lookedAt.check</condition> </action>
Same as Behavior Tree Actions.
Same as Behavior Tree Conditions.
This behavior sends these state machine events.
Actors starts looking at object.
Actors stops looking at object.
This behavior does not required other behaviors to be present.
This behavior does support element class to be persistable (setPersistable).
Since DragonScript Module Version 1.1
class ExampleElementClass extends BehaviorElementClass public var ECBehaviorLookedAt lookedAt public func new() super("ExampleElement") // add looked at behavior. by itself this does nothing yet. add listeners to the // behavior to react to looking-at changes. this is typically done by other // behaviors to provide their functionality lookedAt = ECBehaviorLookedAt.new(this) 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='ECBehaviorLookedAt'> <!-- 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> <!-- set element properties. omit property prefix if used inside behavior tag --> <string name='.name'>value</string> </behavior> </elementClass>