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Behavior in action (starting at timestamp 1:28)
Behavior element behavior adding support to uccipy an CBehaviorInteractionSpot.
CBehaviorInteractionSpot defines position and orientation actors or the player have to assume to interact properly with this element. The ECBehaviorOccupier behavior provides support to claim such interaction spots.
Usually an element has one instance of ECBehaviorOccupier but it is possible to use multiple instance for example to track different interacions. Think of a chair the actor can sit down upon. The actor can use one occupier to track sitting on the chair while using another occupier to track interacting with something while being seated.
Element class properties have the prefix occupier.
or occupier(id)
. if id is not empty.
Occupier claimed interaction spot.
===== spotReleased (Instance instance, ECBehaviorInteractionSpot.Instance interactionSpot)
Occupier released interaction spot.
This behavior does not required other behaviors to be present.
This behavior does not support optional behaviors.
This behavior does support element class to be persistable (setPersistable).
Since DragonScript Module Version 1.4
class PlayerActor extends BaseActor public var ECBehaviorOccupier.Instance occupier public func new(PlayerActorClass eclass) super(eclass) // Store occupier instance. This way you can access it in player // actions without needing to look it up. occupier = eclass.occupier.instance(this) end end class PlayerActorClass extends BaseActorClass public var ECBehaviorOccupier occupier public func new() super("PlayerActor") // Create occupier. Game code can then use the occupier instance // to claim encountered ECBehaviorInteractionSpot instances occupier = ECBehaviorOccupier.new(this) // If you want to track more than one interaction spot you can // add multiple occupier instances each with an own ID. //occupierSeated = ECBehaviorOccupier.new(this, "seated") end public func Element createElement() // Create instance of player actor. If you do not want to store the // occupier instance aside you can drop the createElement() function. // The base class then creates an instance of BaseActor return PlayerActor.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='ECBehaviorOccupier'> <!-- set element properties. omit property prefix if used inside behavior tag --> <string name='.name'>value</string> </behavior> <!-- for adding multiple behaviors use unique identifiers --> <behavior type='ECBehaviorOccupier' id='second'/> </elementClass>
In the ExampleApp you can find a complete example of using this behavior: