Start Page » DragonScript Scripting Language » Abstraction Layers: How you want to build your Game » Behavior Elements » ECBehaviorPlayerInputCrouch
Behavior element behavior adding crouching player input.
Keeps track of crouching player input and applies them to actor locomotion.
This behavior can be used only once on an element.
Element class properties have the prefix playerInputCrouch.
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This behavior has no events.
This behavior adds these behavior tree actions if behavior tree is present.
Set one or more player input crouch parameters.
Parameter | Value | Description |
---|---|---|
reset | Reset player input crouch | |
crouch | true , false | Crouch key pressed |
crouch.toggle | Toggle crouch key pressed | |
canCrouch | true , false | Can crouch |
canCrouch.toggle | Toggle can crouch | |
stance | float | Stance value in the range from 0 to 1 |
This is an example of using this action:
<action name='playerInputCrouch.set'> <parameter name='crouch'>true</parameter> </action>
Update player input crouch.
Parameter | Value | Description |
---|---|---|
locomotion | Update locomotion using ECBehaviorLocomotion.setStanceGoal() |
This is an example of using this action:
<action name='playerInputCrouch.update'> <parameter name='locomotion'/> </action>
Check one or more player input crouch parameters. Action succeeds if all parameter value matches their respective player input crouch parameter otherwise action fails. This action is typically used as first action in a sequence to run the sequence only if a player input crouch parameter matches (or not).
Parameter | Value | Description |
---|---|---|
crouch | true , false | Crouch key pressed |
canCrouch | true , false | Can crouch |
stance.less | float | Stance is less than float value |
stance.greater | float | Stance is greater than float value |
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='playerInputCrouch.check'> <parameter name='crouch'>true</parameter> </action> <!-- actions here run only if crouch key is pressed --> </sequence>
This behavior adds these behavior tree conditions if behavior tree is present.
Check one or more player input crouch parameters. Conditions returns true if all parameter value match their respective player input crouch parameter. This condition is typically used to run an action or sequence of actions as long as player input crouch conditions are true.
Parameter | Value | Description |
---|---|---|
crouch | true , false | Crouch key pressed |
canCrouch | true , false | Can crouch |
stance.less | float | Stance is less than float value |
stance.greater | float | Stance is greater than float value |
This is an example of using this condition:
<action name='myAction' id='doing something'> <parameter name='playerInputCrouch.crouch'>true</parameter> <condition>playerInputCrouch.check</condition> </action>
Same as Behavior Tree Actions.
Same as Behavior Tree Conditions.
This behavior send no events to state machine.
This behavior requires no other behaviors.
This behavior does support element class to be persistable (setPersistable).
Since DragonScript Module Version 1.0
This example defines an element which tracks player crouching input.
class MyElement extends BehaviorElementClass public var ECBehaviorPlayerInputCrouch playerInputCrouch func new() playerInputCrouch = ECBehaviorPlayerInputCrouch.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='ECBehaviorPlayerInputCrouch'> <!-- 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>