{{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]] >> **ECBehaviorPlayerInputCrouch**
* [[behaviors_use_cases|Behaviors Explained: By Use-Case]]
* [[behaviors_a_to_z|Behaviors Explained: From A to Z]]
====== ECBehaviorPlayerInputCrouch ======
Behavior element behavior adding crouching player input.
Keeps track of crouching player input and applies them to actor locomotion.
====== Instance Counts ======
This behavior can be used only once on an element.
====== Element Class Properties ======
Element class properties have the prefix ''playerInputCrouch.'' .
====== Events ======
This behavior has no events.
====== Behavior Tree Actions ======
This behavior adds these behavior tree actions if behavior tree is present.
===== playerInputCrouch.set =====
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:
true
===== playerInputCrouch.update =====
Update player input crouch.
^Parameter^Value^Description^
|locomotion| |Update locomotion using [[behavior_locomotion|ECBehaviorLocomotion]].setStanceGoal()|
This is an example of using this action:
===== playerInputCrouch.check =====
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:
true
====== Behavior Tree Conditions ======
This behavior adds these behavior tree conditions if behavior tree is present.
===== playerInputCrouch.check =====
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:
true
playerInputCrouch.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_locomotion|ECBehaviorLocomotion]]: Update stance goal value
* [[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_1ECBehaviorPlayerInputCrouch.html,ECBehaviorPlayerInputCrouch~@#.
Since DragonScript Module Version ''1.0''
====== Use Cases ======
* Track player input for crouching
====== Element Class Example ======
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
====== Behavior Factory ======
Using element class supporting adding behaviors the behavior can be added like this:
second
second
value
====== Live Examples ======
* [[https://github.com/LordOfDragons/deexamples|DEExamples Repository]]