Start Page » DragonScript Scripting Language » Behavior Elements: Quick and Easy Development » ECBehaviorSkinSwitcher
Behavior element behavior adding support to switch component skins.
If a texture name is specified the matching component texture skin is switched instead of switching the skin for the entire component.
Switching skins can be used for example with monitors which show an offline skin and if used by the player switch to one or more online skins. Another use case is to create damageable objects which change skin the more they are damaged.
To use thie behavior assign one or more skins to it. The first skin is used as the starting skin. By calling setActive() the active skin can be selected using the index of the skin in the list of defined skins. Furthermore activateNext() and activatePrevious() can be used to cycle through skins.
Optionally this behavior can be attached to various other behaviors supporting BooleanBehaviorListener. By doing so cycling though skins is attached to listener events called by other behaviors.
Skin switcher is set by default to wrap index around at the begin and end of the skin list. This allows to indefinitely cycle through all skins. By setting the “clamp” element class property to true the skins can cycle only once not wrapping around.
Multiple instances of ECBehaviorSkinSwitcher can be used for example to switch skins of multiple component textures. To use multiple instances use code like this in your subclass constructor:
class MyElement extends BehaviorElementClass public var ECBehaviorComponent component public var ECBehaviorCollider collider public var ECBehaviorTwoStateAnimated animated public var ECBehaviorSkinSwitcher skinSwitcher public var ECBehaviorSkinSwitcher subSkinSwitcher public func new() component = ECBehaviorComponent.new(this) collider = ECBehaviorCollider.new(this, component) animated = ECBehaviorTwoStateAnimated.new(this, component) skinSwitcher = ECBehaviorSkinSwitcher.new(this, component) skinSwitcher.getTexture().setValue("display") skinSwitcher.getSkins().add("/content/skins/displayOff.deskin") skinSwitcher.getSkins().add("/content/skins/displayOn.deskin") skinSwitcher.listen(animated) // Add a second skin switcher affecting a different texture. This example attaches // to the same animated behavior but you could instead attach to a different one. subSkinSwitcher = ECBehaviorSkinSwitcher.new(this, component, "subSkinSwitcher) subSkinSwitcher.getTexture().setValue("subDisplay") subSkinSwitcher.getSkins().add("/content/skins/subDisplayOff.deskin") subSkinSwitcher.getSkins().add("/content/skins/subDisplayOn.deskin") subSkinSwitcher.listen(animated) end end
Element class properties have the prefix skinSwitcher. or skinSwitcher(id). if id is not empty.
Name of texture in component to switch skin. If empty string switch skin of component itself.
<string name='skinSwitcher.texture'>locked</string>
List of skins (for example *.deskin) to cycle through. At least one skin is required to be defined for this property to be valid.
<list name='skinSwitcher.skins> <string>/content/skins/locked.deskin</string> <string>/content/skins/unlocked.deskin</string> </list>
If the skin index reaches either end of the list it wraps around to the other end (from last to first and vice versa). If clamp is true wrapping around is disabled keeping the index at the last respectively first index.
<boolean name='skinSwitcher.clamp'>true</boolean>
Index of first skin from skins property to show. Index has to be in the range from 0 to skins.count-1.
<integer name='skinSwitcher.activeSkin'>1</integer>
This behavior does not support optional behaviors.
This behavior does support element class to be persistable (setPersistable). Saves the active skin index.
Since DragonScript Module Version 1.3
The example below switches the skin of a texture if the animated state become activate:
class MyElement extends BehaviorElementClass public var ECBehaviorComponent component public var ECBehaviorCollider collider public var ECBehaviorTwoStateAnimated animated public var ECBehaviorSkinSwitcher skinSwitcher public func new() // Create component to switch texture component = ECBehaviorComponent.new(this) collider = ECBehaviorCollider.new(this, component) // Create animated behavior which is used as trigger for the skin switcher animated = ECBehaviorTwoStateAnimated.new(this, component) // Create skin switcher for texture "display". If empty string is used instead // the skin is switched for the entire component skinSwitcher = ECBehaviorSkinSwitcher.new(this, component) skinSwitcher.getTexture().setValue("display") // Add skins to load. This example uses an "off" and an "on" skin. Other examples // could use multiple skins to cycle through. For switching multiple skins more // complex logic is usually required so it is better if you add your own listeners // do the appropriate switching. The provided listeners are suited for the simple // case of switching between two skins skinSwitcher.getSkins().add("/content/skins/displayOff.deskin") skinSwitcher.getSkins().add("/content/skins/displayOn.deskin") // Add listener factory to ECBehaviorTwoStateAnimated. This makes the skin switch // whenever the animated behavior enters or leaves "activated" state. This is only // one possible way to connect to the ECBehaviorTwoStateAnimated but a common one. skinSwitcher.listen(animated) end end