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Start Page » DragonScript Scripting Language » Abstraction Layers: How you want to build your Game » Behavior Elements » ECBehaviorTriggered
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.
Optionally a synchronized trigger can be specified. If set users of this trigger should use the synchronized trigger instead of this trigger. This allows setting a single trigger expression in an element stub to affect multiple triggers in the same element class.
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 adds these behavior tree actions if behavior tree is present. If behavior has non-empty identifier replace trigger
with trigger(id)
.
Check one or more triggered trigger parameters. Action succeeds if all parameter value matches their respective triggered trigger parameter otherwise action fails. This action is typically used as first action in a sequence to run the sequence only if a triggered trigger parameter matches (or not).
Parameter | Value | Description |
---|---|---|
state | true , false | Trigger expression evaluates to true or false |
This is an example of using this action:
<sequence> <action name='triggered.check'> <parameter name='state'>true</parameter> </action> <!-- actions here run only if trigger expression evaluates to true --> </sequence>
This behavior adds these behavior tree conditions if behavior tree is present. If behavior has non-empty identifier replace trigger
with trigger(id)
.
Check one or more triggered trigger parameters. Conditions returns true if all parameter value match their respective triggered trigger parameter. This condition is typically used to run an action or sequence of actions as long as triggered trigger conditions are true.
Parameter | Value | Description |
---|---|---|
triggered.state | true , false | Trigger expression triggereds to true or false |
This is an example of using this condition:
<action name='myAction' id='doing something'> <parameter name='triggered.state'>true</parameter> <condition>triggered.check</condition> </action>
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> <!-- optional: identifier of ECBehaviorTriggered to synchronize with or empty string to not synchronize. default is empty string. --> <string name='synchronize'>other</string> </behavior> <!-- for adding multiple behaviors use unique identifiers --> <behavior type='ECBehaviorTriggered' id='second'/> </elementClass>