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dragengine:modules:dragonscript:behavior_playerinteractprompt

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dragengine:modules:dragonscript:behavior_playerinteractprompt [2025/03/13 12:20] dragonlorddragengine:modules:dragonscript:behavior_playerinteractprompt [2025/05/07 14:31] (current) 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]] >> **ECBehaviorPlayerAtInteractPrompt**+[[: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]] >> **ECBehaviorPlayerAtInteractPrompt**
 </WRAP> </WRAP>
  
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 Accept interact prompt to be shown. If all listeners return true the prompt is accepted otherwise rejected. Accept interact prompt to be shown. If all listeners return true the prompt is accepted otherwise rejected.
 +
 +====== Behavior Tree Actions ======
 +
 +This behavior adds these behavior tree actions if behavior tree is present.
 +
 +===== playerInteractPrompt.set =====
 +
 +Set one or more player interact prompt parameters.
 +
 +^Parameter^Value^Description^
 +|enabled|''true'', ''false''|Enable player interact prompt|
 +
 +This is an example of using this action:
 +<code xml>
 +<action name='playerInteractPrompt.set'>
 +  <parameter name='enabled'>true</parameter>
 +</action>
 +</code>
 +
 +===== playerInteractPrompt.check =====
 +
 +Check one or more player interact prompt parameters. Action succeeds if all parameter value matches their respective player interact prompt parameter otherwise action fails. This action is typically used as first action in a sequence to run the sequence only if a player interact prompt parameter matches (or not).
 +
 +^Parameter^Value^Description^
 +|enabled|''true'', ''false''|Player interact prompt is enabled 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='playerInteractPrompt.check'>
 +    <parameter name='enabled'>true</parameter>
 +  </action>
 +  <!-- actions here run only if player interact prompt is enabled -->
 +</sequence>
 +</code>
 +
 +====== Behavior Tree Conditions ======
 +
 +This behavior adds these behavior tree conditions if behavior tree is present.
 +
 +===== playerInteractPrompt.check =====
 +
 +Check one or more player interact prompt parameters. Conditions returns true if all parameter value match their respective player interact prompt parameter. This condition is typically used to run an action or sequence of actions as long as player interact prompt conditions are true.
 +
 +^Parameter^Value^Description^
 +|playerInteractPrompt.enabled|''true'', ''false''|Player interact prompt is enabled or not|
 +
 +This is an example of using this condition:
 +<code xml>
 +<action name='myAction' id='doing something'>
 +  <parameter name='playerInteractPrompt.enabled'>true</parameter>
 +  <condition>playerInteractPrompt.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 send no events to state machine.
  
 ====== Required Behaviors ====== ====== Required Behaviors ======
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 ====== Optional Behaviors ====== ====== Optional Behaviors ======
  
-This behavior does not support optional behaviors.+  * [[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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                    default is 'default' -->                    default is 'default' -->
     <string name='bindingManager'>default</string>     <string name='bindingManager'>default</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_playerinteractprompt.1741868438.txt.gz · Last modified: 2025/03/13 12:20 by dragonlord