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dragengine:modules:dragonscript:behavior_skinswitcher [2020/09/13 15:29] – created dragonlorddragengine:modules:dragonscript:behavior_skinswitcher [2025/03/13 17:13] (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]] >> **ECBehaviorSkinSwitcher**+[[: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]] >> **ECBehaviorSkinSwitcher**
 </WRAP> </WRAP>
  
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 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. 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 [[https://developer.dragondreams.ch/docs/dragonscript/scriptapi/latest/interfaceDragengine_1_1Scenery_1_1BooleanBehaviorListener.html|BooleanBehaviorListener]]. By doing so cycling though skins is attached to listener events called by other behaviors.+Optionally this behavior can be attached to various other behaviors supporting #@LinkApiDocDEDS2_HTML~interfaceDragengine_1_1Scenery_1_1BooleanBehaviorListener.html,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. 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.
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 ====== Instance Counts ====== ====== Instance Counts ======
  
-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: +Multiple instances of ''ECBehaviorSkinSwitcher'' can be used for example to switch skins of multiple component textures. Use the behavior identifier to tell them apart.
-<code> +
-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 +
-</code>+
  
 ====== Element Class Properties ====== ====== Element Class Properties ======
  
-Element class properties have the prefix **skinSwitcher.** or **skinSwitcher(id).** if id is not empty.+Element class properties have the prefix ''skinSwitcher.'' or ''skinSwitcher(id).'' if id is not empty.
  
 ===== texture ===== ===== texture =====
 Name of texture in component to switch skin. If empty string switch skin of component itself. Name of texture in component to switch skin. If empty string switch skin of component itself.
-  * Full name: "skinSwitcher.textureor "skinSwitcher(id).texture"+  * Full name: ''skinSwitcher.texture'' or ''skinSwitcher(id).texture''
   * Type: string   * Type: string
-  * Default Value: "" (empty string)+  * Default Value: empty string
   * Example (*.deeclass): <code xml><string name='skinSwitcher.texture'>locked</string></code>   * Example (*.deeclass): <code xml><string name='skinSwitcher.texture'>locked</string></code>
  
 ===== skins ===== ===== skins =====
-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 of skins to cycle through. At least one skin is required to be defined for this property to be valid. 
-  * Full name: "skinSwitcher.skinsor "skinSwitcher(id).skins"+  * Full name: ''skinSwitcher.skins'' or ''skinSwitcher(id).skins''
   * Type: List of string   * Type: List of string
   * Default value: empty list   * Default value: empty list
-  * Example (*.deeclass): <code xml><list name='skinSwitcher.skins>+  * File Pattern: ''*.deskin'' (all skin modules) 
 +  * Example (*.deeclass): <code xml><list name='skinSwitcher.skins'>
   <string>/content/skins/locked.deskin</string>   <string>/content/skins/locked.deskin</string>
   <string>/content/skins/unlocked.deskin</string>   <string>/content/skins/unlocked.deskin</string>
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 ===== clamp ===== ===== clamp =====
 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. 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.
-  * Full name: "skinSwitcher.clampor "skinSwitcher(id).clamp"+  * Full name: ''skinSwitcher.clamp'' or ''skinSwitcher(id).clamp''
   * Type: boolean   * Type: boolean
-  * Default value: false+  * Default value: ''false''
   * Example (*.deeclass): <code xml><boolean name='skinSwitcher.clamp'>true</boolean></code>   * Example (*.deeclass): <code xml><boolean name='skinSwitcher.clamp'>true</boolean></code>
  
 ===== activeSkin ===== ===== activeSkin =====
 Index of first skin from //skins// property to show. Index has to be in the range from 0 to //skins.count-1//. Index of first skin from //skins// property to show. Index has to be in the range from 0 to //skins.count-1//.
-  * Full name: "skinSwitcher.activeSkinor "skinSwitcher(id).activeSkin"+  * Full name: ''skinSwitcher.activeSkin'' or ''skinSwitcher(id).activeSkin''
   * Type: integer   * Type: integer
-  * Default Value: 0+  * Default Value: ''0''
   * Example (*.deeclass): <code xml><integer name='skinSwitcher.activeSkin'>1</integer></code>   * Example (*.deeclass): <code xml><integer name='skinSwitcher.activeSkin'>1</integer></code>
  
 ====== Required Behaviors ====== ====== Required Behaviors ======
 +
   * [[behavior_component|ECBehaviorComponent]]   * [[behavior_component|ECBehaviorComponent]]
  
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 ====== Persistency ====== ====== Persistency ======
  
-This behavior does support element class to be persistable (setPersistable). Saves the active skin index.+This behavior does support element class to be persistable (setPersistable).
  
 ====== API Documentation ====== ====== API Documentation ======
  
-[[https://developer.dragondreams.ch/docs/dragonscript/scriptapi/latest/classDragengine_1_1Scenery_1_1ECBehaviorSkinSwitcher.html|ECBehaviorSkinSwitcher]].+#@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1ECBehaviorSkinSwitcher.html,ECBehaviorSkinSwitcher~@#.
  
-Since DragonScript Module Version **1.3**+Since DragonScript Module Version ''1.3''
  
 ====== Use Cases ====== ====== Use Cases ======
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 end end
 </code> </code>
 +
 +====== Behavior Factory ======
 +
 +Using element class supporting adding behaviors the behavior can be added like this:
 +<code xml>
 +<?xml version='1.0' encoding='UTF-8'?>
 +<elementClass name='MyClass' class='GenericBehaviorElement'>
 +  <behavior type='ECBehaviorComponent'/>
 +  <behavior type='ECBehaviorCollider'/>
 +  <behavior type='ECBehaviorTwoStateAnimated'/>
 +  
 +  <behavior type='ECBehaviorSkinSwitcher'>
 +    <!-- optional: use component with id instead of empty string -->
 +    <string name='component'>second</string>
 +    
 +    <!-- set element properties. omit property prefix if used inside behavior tag -->
 +    <string name='.texture'>locked</string>
 +  </behavior>
 +  
 +  <!-- for adding multiple behaviors use unique identifiers -->
 +  <behavior type='ECBehaviorSkinSwitcher' id='second'/>
 +</elementClass>
 +</code>
 +
 +====== Live Examples ======
 +
 +  * [[https://github.com/LordOfDragons/deexamples|DEExamples Repository]]
 +
dragengine/modules/dragonscript/behavior_skinswitcher.1600010994.txt.gz · Last modified: 2020/09/13 15:29 by dragonlord