{{tag>dragonscript behavior}}
[[: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]] >> **ECBehaviorTouchSensor**
* [[behaviors_use_cases|Behaviors Explained: By Use-Case]]
* [[behaviors_a_to_z|Behaviors Explained: From A to Z]]
====== ECBehaviorTouchSensor ======
Behavior element behavior adding touch sensor support.
Attaches a TouchSensor resource to the behavior element. By default the collision filter category is set to BaseGameApp.CollisionFilterBit.trigger and the collision filter mask is set to BaseGameApp.CollisionFilterBit.actorAI . This causes actors to trigger this touch sensor unless they have the CollisionFilterBit.trigger bit cleared. Modify the collision filter to allow other elements to trigger this touch sensor.
Upon being touched the touch sensor notifies the listeners.
The TouchSensor resource can be queried for the colliders currently touching it. Furthermore colliders entering and leaving trigger a notification allowing elements to track elements of interest.
If the [[behavior_collider|ECBehaviorCollider]] behavior is present in the behavior element the TouchSensor is attached to the collider.
The behavior retrieves the owner of colliders inside the touch sensor. If these owners are elements they are stored in a list of elements touched by the owner element. This list is updated when elements enter or leave the touch sensor.
The owner behavior element as well as other ECBehavior subclasses can add a listener to be notified if elements enter and exit the touch sensor.
====== Instance Counts ======
This element behavior can be present multiple times in a BehaviorElement. In this case use a unique identifier to distinguish the individual touch sensors.
====== Element Class Properties ======
Element class properties have the prefix ''touchSensor.'' or ''touchSensor({id}).'' if id is not empty.
===== shape =====
Touch sensor shape.
* Full name: ''touchSensor.shape'' or ''touchSensor({id}).shape''
* Type: string (shape format). See "Shape List Encoding" in CodecPropertyString.
* Default Value: empty string
* Example (*.deeclass) box:position,0,0.5,0:extends,2,1,0.5
===== shapeFromSize =====
Set shape to box matching the element size.
* Full name: ''touchSensor.shapeFromSize'' or ''touchSensor({id}).shapeFromSize''
* Type: boolean
* Default Value: ''false''
* Example (*.deeclass) true
===== touching =====
Enable touch sensor.
* Full name: ''touchSensor.touching'' or ''touchSensor({id}).touching''
* Type: boolean
* Default Value: ''true''
* Example (*.deeclass) false
===== position =====
Position to attach resource to collider.
* Full name: ''touchSensor.position'' or ''touchSensor({id}).position''
* Type: 3-component float vector
* Default Value: (0,0,0)
* Example (*.deeclass)
===== orientation =====
Orientation to attach resource to collider in degrees.
* Full name: ''touchSensor.orientation'' or ''touchSensor({id}).orientation''
* Type: 3-component float vector
* Default Value: (0,0,0)
* Example (*.deeclass)
===== bone =====
Bone to attach resource to. If empty string attach to collider.
* Full name: ''touchSensor.bone'' or ''touchSensor({id}).bone''
* Type: string
* Default Value: empty string
* Example (*.deeclass) attach
====== Events ======
===== elementEntered =====
Element entered touch sensor.
===== elementLeft =====
Element left touch sensor.
===== elementCanTouch =====
Element can touch this touch sensor if all listeners return true.
====== Behavior Tree Actions ======
This behavior adds these behavior tree actions if behavior tree is present. If behavior has non-empty identifier replace ''touchSensor'' with ''touchSensor(id)''.
===== touchSensor.set =====
Set one or more touch sensor parameters.
^Parameter^Value^Description^
|enabled|''true'', ''false''|Enable touch sensor|
This is an example of using this action:
true
===== touchSensor.check =====
Check one or more touch sensor parameters. Action succeeds if all parameter value matches their respective touch sensor parameter otherwise action fails. This action is typically used as first action in a sequence to run the sequence only if a touch sensor parameter matches (or not).
^Parameter^Value^Description^
|count|integer|Count of touching elements equals integer value|
|count.not|integer|Count of touching elements does not equal integer value|
|count.less|integer|Count of touching elements is less than integer value|
|count.greater|integer|Count of touching elements is greater than integer value|
|player|''true'', ''false''|Player is touching touch sensor|
|wait| |If present action returns BTResult.running instead of BTResult.failed to wait until the checks are all fulfilled|
This is an example of using this action:
true
====== Behavior Tree Conditions ======
This behavior adds these behavior tree conditions if behavior tree is present.
===== touchSensor.check =====
Check one or more touch sensor parameters. Conditions returns true if all parameter value match their respective touch sensor parameter. This condition is typically used to run an action or sequence of actions as long as touch sensor conditions are true.
^Parameter^Value^Description^
|touchSensor.count|integer|Count of touching elements equals integer value|
|touchSensor.count.not|integer|Count of touching elements does not equal integer value|
|touchSensor.count.less|integer|Count of touching elements is less than integer value|
|touchSensor.count.greater|integer|Count of touching elements is greater than integer value|
|touchSensor.player|''true'', ''false''|Player is touching touch sensor|
This is an example of using this condition:
true
touchSensor.check
====== State Machine Actions ======
Same as [[#behavior_tree_actions|Behavior Tree Actions]].
====== State Machine Conditions ======
Same as [[#behavior_tree_conditions|Behavior Tree Conditions]].
====== State Machine Events ======
This behavior sends these state machine events. If behavior has non-empty identifier replace ''touchSensor'' with ''touchSensor(id)''.
===== touchSensor.entered =====
Element entered touch sensor.
===== touchSensor.left =====
Element left touch sensor.
====== Required Behaviors ======
This behavior requires no other behaviors.
====== Optional Behaviors ======
* [[behavior_collider|ECBehaviorCollider]]: Attach to collider.
* [[behavior_behaviortree|ECBehaviorBehaviorTree]]: Add actions and conditions for behavior trees to use.
* [[behavior_statemachine|ECBehaviorStateMachine]]: Add actions and conditions for state machine to use and events to send to the state machine.
====== Persistency ======
This behavior does support element class to be persistable (setPersistable).
====== API Documentation ======
#@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1ECBehaviorTouchSensor.html,ECBehaviorTouchSensor~@#.
Since DragonScript Module Version ''1.0''
====== Use Cases ======
* Detect touching elements.
====== Element Class Example ======
This example defines an element which can detect touching elements.
class MyElement extends BehaviorElementClass
public var ECBehaviorComponent component
public var ECBehaviorCollider collider
public var ECBehaviorTouchSensor touchSensor
func new()
component = ECBehaviorComponent.new(this, null)
collider = ECBehaviorCollider.new(this, component)
touchSensor = ECBehaviorTouchSensor.new(this, collider)
end
end
====== Behavior Factory ======
Using element class supporting adding behaviors the behavior can be added like this:
3:4 0
second
second
true
====== Live Examples ======
* [[https://github.com/LordOfDragons/deexamples|DEExamples Repository]]