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Behavior element behavior adding trigger support.
Adds a trigger expression to the behavior element. If the trigger expression changes value notifies the behavior element or other behaviors using listeners.
The default stub property name for the trigger expression is trigger
if ID is empty or {id}.trigger
if the ID is not empty. The stub property name can be changed which is typically done by ECBehavior using ECBehaviorTriggered in a composed way.
The initial state of the element is false
. If the element is added to the game world notifyListeners() is only called if the trigger expression is true
at this time.
This behavior can be used multiple times on an element to add multiple triggers. Use the behavior identifier to tell them apart.
The default stub property name for the trigger expression is trigger
if ID is empty or {id}.trigger
if the ID is not empty. The stub property name can be changed which is typically done by ECBehavior using ECBehaviorTriggered in a composed way.
Trigger expression changed to true.
Trigger expression changed to false.
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 has a trigger.
class MyElement extends BehaviorElementClass public var ECBehaviorTriggered triggered func new() triggered = ECBehaviorTriggered.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='ECBehaviorTriggered'> <!-- optional: use BaseGameApp trigger table. game can add more supported values. default is 'default' --> <string name='triggerTable'>default</string> <!-- optional: name of trigger property. default is 'trigger' or 'trigger(id)' depending if id is empty string or not. --> <string name='propertyName'>trigger</string> </behavior> <!-- for adding multiple behaviors use unique identifiers --> <behavior type='ECBehaviorTriggered' id='second'/> </elementClass>