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dragengine:modules:dragonscript:behavior_twostateanimated

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dragengine:modules:dragonscript:behavior_twostateanimated [2025/03/19 15:09] – [Behavior Factory] dragonlorddragengine:modules:dragonscript:behavior_twostateanimated [2025/05/04 13:45] (current) – [twoStateAnimated.check] dragonlord
Line 116: Line 116:
  
 Animation has been applied. Animation has been applied.
 +
 +====== Behavior Tree Actions ======
 +
 +This behavior adds these behavior tree actions if behavior tree is present. If behavior has non-empty identifier replace ''twoStateAnimated'' with ''twoStateAnimated(id)''.
 +
 +===== twoStateAnimated.set =====
 +
 +Set one or more two-state animated parameters.
 +
 +^Parameter^Value^Description^
 +|activate| |If in deactivated state start transition to activated state|
 +|deactivate| |If in activated state start transition to deactivated state|
 +|reverse.activating| |If activating switches to deactivating with deactivate progress set to reversed activate progress|
 +|reverse.deactivating| |If deactivating switches to activating with activate progress set to reversed deactivate progress|
 +|set.deactivated| |Set to deactivated state|
 +|set.activating| |Set to activating state at 0% progress|
 +|set.activated| |Set to activated state|
 +|set.deactivating| |Set to deactivating state at 0% progress|
 +
 +This is an example of using this action:
 +<code xml>
 +<action name='twoStateAnimated.set'>
 +  <parameter name='activate'/>
 +</action>
 +</code>
 +
 +===== twoStateAnimated.check =====
 +
 +Check one or more two-state animated. Action succeeds if all parameter value matches their respective twoStateAnimated parameter otherwise action fails. This action is typically used as first action in a sequence to run the sequence only if a twoStateAnimated parameter matches (or not).
 +
 +^Parameter^Value^Description^
 +|deactivated|''true'', ''false''|Animation state is deactivated|
 +|activated|''true'', ''false''|Animation state is activated|
 +|activating|''true'', ''false''|Animation state is activating|
 +|deactivating|''true'', ''false''|Animation state is deactivating|
 +|progress.activate.less|float|Activation progress is less than value in the range from 0 to 1|
 +|progress.activate.greater|float|Activation progress is greater than value in the range from 0 to 1|
 +|progress.deactivate.less|float|Deactivation progress is less than value in the range from 0 to 1|
 +|progress.deactivate.greater|float|Deactivation progress is greater than value in the range from 0 to 1|
 +|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:
 +<code xml>
 +<sequence>
 +  <action name='twoStateAnimated.check'>
 +    <parameter name='activating'>true</parameter>
 +    <parameter name='progress.activate.less'>0.5</parameter>
 +  </action>
 +  <!-- actions here run only if behavior is activating with less than 50% done -->
 +</sequence>
 +</code>
 +
 +====== Behavior Tree Conditions ======
 +
 +This behavior adds these behavior tree conditions if behavior tree is present. If behavior has non-empty identifier replace ''twoStateAnimated'' with ''twoStateAnimated(id)''.
 +
 +===== twoStateAnimated.check =====
 +
 +Check one or more two-state animated. Conditions returns true if all parameter value match their respective twoStateAnimated parameter. This condition is typically used to run an action or sequence of actions as long as twoStateAnimated conditions are true.
 +
 +^Parameter^Value^Description^
 +|twoStateAnimated.deactivated|''true'', ''false''|Animation state is deactivated|
 +|twoStateAnimated.activated|''true'', ''false''|Animation state is activated|
 +|twoStateAnimated.activating|''true'', ''false''|Animation state is activating|
 +|twoStateAnimated.deactivating|''true'', ''false''|Animation state is deactivating|
 +|twoStateAnimated.progress.activate.less|float|Activation progress is less than value in the range from 0 to 1|
 +|twoStateAnimated.progress.activate.greater|float|Activation progress is greater than value in the range from 0 to 1|
 +|twoStateAnimated.progress.deactivate.less|float|Deactivation progress is less than value in the range from 0 to 1|
 +|twoStateAnimated.progress.deactivate.greater|float|Deactivation progress is greater than value in the range from 0 to 1|
 +
 +This is an example of using this condition:
 +<code xml>
 +<action name='myAction' id='doing something'>
 +  <parameter name='twoStateAnimated.activating'>true</parameter>
 +  <parameter name='twoStateAnimated.progress.activate.less'>0.5</parameter>
 +  <condition>twoStateAnimated.check</condition>
 +</action>
 +</code>
 +
 +====== 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 ''twoStateAnimated'' with ''twoStateAnimated(id)''.
 +
 +===== twoStateAnimated.startActivate =====
 +
 +Start transition from deactivated state to activated state.
 +
 +===== twoStateAnimated.stopActivate =====
 +
 +Finished transition from deactivated state to activated state.
 +
 +===== twoStateAnimated.startDeactivate =====
 +
 +Start transition from activated state to deactivated state.
 +
 +===== twoStateAnimated.stopDeactivate =====
 +
 +Finished transition from activated state to deactivated state.
  
 ====== Required Behaviors ====== ====== Required Behaviors ======
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 ====== Optional Behaviors ====== ====== Optional Behaviors ======
  
-This behavior does not support optional behaviors.+  * [[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 ====== ====== Persistency ======
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     <!-- optional: name of deactivating controller. default is 'deactivating' -->     <!-- optional: name of deactivating controller. default is 'deactivating' -->
     <string name='controllerNameDeactivating'>deactivating</string>     <string name='controllerNameDeactivating'>deactivating</string>
 +    
 +    <!-- optional: use behavior tree with id instead of empty string -->
 +    <string name='behaviorTree'>second</string>
 +    
 +    <!-- optional: use state machine with id instead of empty string -->
 +    <string name='stateMachine'>second</string>
          
     <!-- set element properties. omit property prefix if used inside behavior tag -->     <!-- set element properties. omit property prefix if used inside behavior tag -->
dragengine/modules/dragonscript/behavior_twostateanimated.1742396960.txt.gz · Last modified: 2025/03/19 15:09 by dragonlord