Start Page » DragonScript Scripting Language » Abstraction Layers: How you want to build your Game » Behavior Elements » ECBehaviorTimer
Behavior element behavior timer trigger target.
Fires or resets trigger target after timeout after evaluation state of trigger expression changes to true.
This behavior can be used multiple times on an element to add multiple triggers. Use the behavior identifier to tell them apart.
Element class properties have the prefix timer.
or timer({id}).
if id is not empty.
Trigger to start timer.
timer.trigger
or timer({id}).trigger
<string name='timer.trigger'>@switchOnVent & @powerEnabled</string>
Fires target if timer elapses.
timer.target
or timer({id}).target
<string name='timer.target'>ventOn</string>
Timeout in seconds to wait after trigger evaluiates to true before firing target.
timer.timeout
or timer({id}).timeout
0
0
<float name='timer.timeout'>1</float>
Random time in seconds (between 0 and timeoutSpread
seconds) to add to timeout.
timer.timeoutSpread
or timer({id}).timeoutSpread
0
0
<float name='timer.timeoutSpread'>1</float>
Rearm timer after timeout if trigger still evaluates to true. Hence the timer is repeating until the trigger evaluates to false.
timer.timeoutRearm
or timer({id}).timeoutRearm
false
<boolean name='timer.timeoutRearm'>true</boolean>
Fire target on timeout. If set to false
resets the target instead.
timer.fireOnTimeout
or timer({id}).fireOnTimeout
true
<boolean name='timer.fireOnTimeout'>false</boolean>
Timer is activated after creating the element no matter if trigger evaluates to true at this point in time.
timer.startActivated
or timer({id}).startActivated
false
<boolean name='timer.startActivated'>true</boolean>
If fireOnTimeout
is false
the target is full reset instead of just reset.
timer.fullReset
or timer({id}).fullReset
false
<boolean name='timer.fullReset'>true</boolean>
Pulse target instead of firing it.
evaluate.pulse
or evaluate({id}).pulse
false
<boolean name='evaluate.pulse'>true</boolean>
If trigger evaluates to false while the timeout is running cancel the timeout.
evaluate.cancelOnReset
or evaluate({id}).cancelOnReset
false
<boolean name='evaluate.cancelOnReset'>true</boolean>
Timer started.
Timer elapsed.
Timer cancelled.
This behavior requires no other behaviors.
This behavior does not support optional behaviors.
This behavior does support element class to be persistable (setPersistable).
Since DragonScript Module Version 1.0
This example defines an element which can timer fire a target.
class MyElement extends BehaviorElementClass public var ECBehaviorTimer timer func new() timer = ECBehaviorTimer.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='ECBehaviorTimer'> <!-- optional: use BaseGameApp trigger table. game can add more supported values. default is 'default' --> <string name='triggerTable'>default</string> <!-- set element properties. omit property prefix if used inside behavior tag --> <string name='.target'>ventOn</string> </behavior> <!-- for adding multiple behaviors use unique identifiers --> <behavior type='ECBehaviorTimer' id='second'/> </elementClass>