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dragengine:modules:dragonscript:behavior_particleemitter [2025/03/12 11:38] – [ECBehaviorParticleEmitter] dragonlorddragengine:modules:dragonscript:behavior_particleemitter [2025/05/04 13:40] (current) – [particleEmitter.check] dragonlord
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 {{tag>dragonscript behavior}} {{tag>dragonscript behavior}}
 <WRAP youarehere> <WRAP youarehere>
-[[:start|Start Page]] >> [[main|DragonScript Scripting Language]] >> [[abstractions#behavior_elementsquick_and_easy_development|Behavior Elements: Quick and Easy Development]] >> **ECBehaviorParticleEmitter**+[[:start|Start Page]] >> [[main|DragonScript Scripting Language]] >> [[dragengine:modules:dragonscript:abstractions|Abstraction Layers: How you want to build your Game]] >> [[dragengine:modules:dragonscript:behavior_elements|Behavior Elements]] >> **ECBehaviorParticleEmitter**
 </WRAP> </WRAP>
  
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 Listener can update provided ''collisionInfo'' with the particle response to use. Multiple listeners can potentially update ''collisionInfo''. The last update is used. If no listener updates the information the particle will be destroyed. Listener can update provided ''collisionInfo'' with the particle response to use. Multiple listeners can potentially update ''collisionInfo''. The last update is used. If no listener updates the information the particle will be destroyed.
 +
 +====== Behavior Tree Actions ======
 +
 +This behavior adds these behavior tree actions if behavior tree is present. If behavior has non-empty identifier replace ''particleEmitter'' with ''particleEmitter(id)''.
 +
 +===== particleEmitter.set =====
 +
 +Set one or more particle emitter parameters.
 +
 +^Parameter^Value^Description^
 +|casting|true,false|Enable particle emitter casting|
 +
 +This is an example of using this action:
 +<code xml>
 +<action name='particleEmitter.set'>
 +  <parameter name='casting'>true</parameter>
 +</action>
 +</code>
 +
 +===== particleEmitter.check =====
 +
 +Check one or more particle emitter parameters. Action succeeds if all parameter value matches their respective particle emitter parameter otherwise action fails. This action is typically used as first action in a sequence to run the sequence only if a particle emitter parameter matches (or not).
 +
 +^Parameter^Value^Description^
 +|casting|true,false|Particle emitter is casting 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:
 +<code xml>
 +<sequence>
 +  <action name='particleEmitter.check'>
 +    <parameter name='casting'>true</parameter>
 +  </action>
 +  <!-- actions here run only if particle emitter is casting -->
 +</sequence>
 +</code>
 +
 +====== Behavior Tree Conditions ======
 +
 +This behavior adds these behavior tree conditions if behavior tree is present. If behavior has non-empty identifier replace ''particleEmitter'' with ''particleEmitter(id)''.
 +
 +===== particleEmitter.check =====
 +
 +Check one or more particle emitter parameters. Conditions returns true if all parameter value match their respective particle emitter parameter. This condition is typically used to run an action or sequence of actions as long as particle emitter conditions are true.
 +
 +^Parameter^Value^Description^
 +|particleEmitter.casting|true,false|Particle emitter is casting or not|
 +
 +This is an example of using this condition:
 +<code xml>
 +<action name='myAction' id='doing something'>
 +  <parameter name='particleEmitter.casting'>true</parameter>
 +  <condition>particleEmitter.check</condition>
 +</action>
 +</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 ''particleEmitter'' with ''particleEmitter(id)''.
 +
 +===== particleEmitter.startCasting =====
 +
 +Start casting particles.
 +
 +===== particleEmitter.stopCasting =====
 +
 +Stop casting particles.
 +
 +===== particleEmitter.lastParticleDied =====
 +
 +Last particle of a burst emission died.
  
 ====== Required Behaviors ====== ====== Required Behaviors ======
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 ====== Optional Behaviors ====== ====== Optional Behaviors ======
  
-This behavior does support these optional behaviors: 
   * [[behavior_collider|ECBehaviorCollider]]: Attach to collider.   * [[behavior_collider|ECBehaviorCollider]]: Attach to collider.
 +  * [[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.
  
 ====== Persistency ====== ====== Persistency ======
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     <!-- optional: sync trigger with particle emitter matching identifier -->     <!-- optional: sync trigger with particle emitter matching identifier -->
     <string name='syncTrigger'>second</string>     <string name='syncTrigger'>second</string>
 +    
 +    <!-- optional: identifier of ECBehaviorTriggered to synchronize with or empty
 +                   string to not synchronize. default is empty string. -->
 +    <string name='trigger.synchronize'>other</string>
 +    
 +    <!-- 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 -->     <!-- set element properties. omit property prefix if used inside behavior tag -->
dragengine/modules/dragonscript/behavior_particleemitter.1741779531.txt.gz · Last modified: 2025/03/12 11:38 by dragonlord