Start Page » DragonScript Scripting Language » Abstraction Layers: How you want to build your Game » Behavior Elements » ECBehaviorToggle
Behavior element behavior toggling trigger target.
Toggles trigger target between fired and reset state whenever 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 toggle.
or toggle({id}).
if id is not empty.
Trigger to evaluate.
toggle.trigger
or toggle({id}).trigger
<string name='toggle.trigger'>@switchOnVent & @powerEnabled</string>
Switches target between fired and reset state whenever trigger evaluates to true.
toggle.target
or toggle({id}).target
<string name='toggle.target'>ventOn</string>
Fires target when behavior is created if not fired yet.
toggle.startActivated
or toggle({id}).startActivated
false
<boolean name='toggle.startActivated'>true</boolean>
Trigger target toggled.
This behavior requires no other behaviors.
This behavior does not support optional behaviors.
This behavior does not required element class to be persistable (setPersistable).
Since DragonScript Module Version 1.0
This example defines an element which toggles trigger.
class MyElement extends BehaviorElementClass public var ECBehaviorToggle toggle func new() toggle = ECBehaviorToggle.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='ECBehaviorToggle'> <!-- 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='.name'>Color 1</string> </behavior> <!-- for adding multiple behaviors use unique identifiers --> <behavior type='ECBehaviorToggle' id='second'/> </elementClass>