This is an old revision of the document!
Start Page » DragonScript Scripting Language » Behavior Elements: Quick and Easy Development » 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}).timeout00<float name='timer.timeout'>1</float>
Random time in seconds (between 0 and timeoutSpread seconds) to add to timeout.
timer.timeoutSpread or timer({id}).timeoutSpread00<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}).timeoutRearmfalse<boolean name='timer.timeoutRearm'>true</boolean>
Fire target on timeout. If set to false resets the target instead.
timer.fireOnTimeout or timer({id}).fireOnTimeouttrue<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}).startActivatedfalse<boolean name='timer.startActivated'>true</boolean>
If fireOnTimeout is false the target is full reset instead of just reset.
timer.fullReset or timer({id}).fullResetfalse<boolean name='timer.fullReset'>true</boolean>
Pulse target instead of firing it.
evaluate.pulse or evaluate({id}).pulsefalse<boolean name='evaluate.pulse'>true</boolean>
If trigger evaluates to false while the timeout is running cancel the timeout.
evaluate.cancelOnReset or evaluate({id}).cancelOnResetfalse<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>