{{tag>dragonscript behavior}}
[[: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]] >> **ECBehaviorPlayerControllable**
* [[behaviors_use_cases|Behaviors Explained: By Use-Case]]
* [[behaviors_a_to_z|Behaviors Explained: From A to Z]]
====== ECBehaviorPlayerControllable ======
Behavior element behavior adding player controlling support to actor.
Actors with this behavior can become the player controlled actor. Requires an instance of ''ECBehaviorPlayerControllable.Tracker'' to be assigned. The instance keeps track of the active player actor and is typically stored globally in the game. BaseGameApp provides such an instance for easy use.
====== Instance Counts ======
This behavior can be used only once on an element.
====== Element Class Properties ======
Element class properties have the prefix ''playerControllable.'' .
====== Events ======
===== playerTakesControl =====
Became active player actor.
===== playerReleasesControl =====
Ceased being active player actor.
====== Conversation Commands ======
===== playerControllable =====
''playerControllable takeControl''
Make actor become the active player actor.
====== Conversation Conditions ======
===== playerControllable =====
''playerControllable isPlayerControlled''
Actor is the active player actor.
====== Behavior Tree Actions ======
This behavior adds these behavior tree actions if behavior tree is present.
===== playerControllable.update =====
Update player controllable.
^Parameter^Value^Description^
|takeControl| |Make player take control of actor|
This is an example of using this action:
===== playerControllable.check =====
Check one or more player controllable parameters. Action succeeds if all parameter value matches their respective player controllable parameter otherwise action fails. This action is typically used as first action in a sequence to run the sequence only if a player controllable parameter matches (or not).
^Parameter^Value^Description^
|playerControlled|''true'', ''false''|Actor is controlled by player|
|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:
true
====== Behavior Tree Conditions ======
This behavior adds these behavior tree conditions if behavior tree is present.
===== playerControllable.check =====
Check one or more player controllable parameters. Conditions returns true if all parameter value match their respective player controllable parameter. This condition is typically used to run an action or sequence of actions as long as player controllable conditions are true.
^Parameter^Value^Description^
|playerControllable.playerControlled|''true'', ''false''|Actor is controlled by player|
This is an example of using this condition:
true
playerControllable.check
====== 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 send no events to state machine.
====== Required Behaviors ======
This behavior requires no other behaviors.
====== Optional Behaviors ======
* [[behavior_conversationactor|ECBehaviorConversationActor]]: Add conversation commands and conditions
* [[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 ======
This behavior does support element class to be persistable (setPersistable).
====== API Documentation ======
#@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1ECBehaviorPlayerControllable.html,ECBehaviorPlayerControllable~@#.
Since DragonScript Module Version ''1.0''
====== Use Cases ======
* Allow element to be controlled by player.
====== Element Class Example ======
This example defines an element which can be controlled by the player.
class MyElement extends BehaviorElementClass
public var ECBehaviorPlayerControllable playerControllable
func new()
playerControllable = ECBehaviorPlayerControllable.new(this)
end
end
====== Behavior Factory ======
Using element class supporting adding behaviors the behavior can be added like this:
default
second
second
value
====== Live Examples ======
* [[https://github.com/LordOfDragons/deexamples|DEExamples Repository]]