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Behavior in action
Behavior element behavior adding VR Hand Controller support to actor. This behavior tracks one hand controller optionally displaying it on screen using either the developer provided model or a custom model. Optionally a rig can be assigned to get physical presence of the controller in the game world.
This behavior can be added twice to an element to add support for left and right hand controller. Use the behavior identifier to tell them apart.
Element class properties have the prefix vrHand.
or vrHand(id).
if id is not empty.
Determines if the Vendor Specific 3D Model is used to show the device. The Vendor Specific 3D Model is provided by the VR Runtime installation. If set to false vrHand(id).component.*
properties can be used to define the model to use.
vrHand.useVendorModel
or vrHand(id).useVendorModel
true
<boolean name='vrHand(right).useVendorModel'>false</boolean>
Determines if the device is shown in the 3D view. Set this to true if you use a separate model to show the hands. Set to false if you use the regular animated actor support to animate the hands using the hand position and orientation as input.
vrHand.showHand
or vrHand(id).showHand
true
<boolean name='vrHand(left).showHand'>false</boolean>
This behavior adds a child ECBehaviorComponent to the element class to show the hand in the game world. The child behavior has the identifier vrHand
or vrHand(id)
. The child behavior has the element class property prefix vrHand.component.
or vrHand(id).component.
.
Hence to set for example the component model of the right hand use the element class property vrHand(right).component.model
.
Hand controller attached and ready to use.
Hand controller detached and no more usable.
This behavior adds these behavior tree actions if behavior tree is present. If behavior has non-empty identifier replace vrHand
with vrHand(id)
.
Check one or more VR hand parameters. Action succeeds if all parameter value matches their respective VR hand parameter otherwise action fails. This action is typically used as first action in a sequence to run the sequence only if a VR hand parameter matches (or not).
Parameter | Value | Description |
---|---|---|
attached | true , false | VR controller is attached |
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:
<sequence> <action name='vrHand.check'> <parameter name='attached'>true</parameter> </action> <!-- actions here run only if VR hand controller is attached --> </sequence>
This behavior adds these behavior tree conditions if behavior tree is present. If behavior has non-empty identifier replace vrHand
with vrHand(id)
.
Check one or more VR hand parameters. Conditions returns true if all parameter value match their respective VR hand parameter. This condition is typically used to run an action or sequence of actions as long as VR hand conditions are true.
Parameter | Value | Description |
---|---|---|
vrHand.attached | true , false | VR controller is attached |
This is an example of using this condition:
<action name='myAction' id='doing something'> <parameter name='vrHand.attached'>true</parameter> <condition>vrHand.check</condition> </action>
Same as Behavior Tree Actions.
Same as Behavior Tree Conditions.
This behavior sends these state machine events. If behavior has non-empty identifier replace vrHand
with vrHand(id)
.
VR controller has been attached.
VR controller has been detached.
This behavior does not use persistency.
Since DragonScript Module Version 1.6
The following example creates an element class with two hand controllers.
class MyElement extends BehaviorElementClass func new() // Add VR Playspace behavior. Base behavior required by all VR behaviors var ECBehaviorVRPlayspace vrPlayspace = ECBehaviorVRPlayspace.new(this) // Add VR HMD behavior. With this behavior present VRPlayerControlledActorCameraDirector // can attach the HMD to the in-game camera ECBehaviorVRHMD.new(this, vrPlayspace) // Add left and right hand controller. The InputDeviceType is required // for the behavior to know which input device to monitor ECBehaviorVRHand.new(this, vrPlayspace, InputDeviceType.vrRightHand, "right") ECBehaviorVRHand.new(this, vrPlayspace, InputDeviceType.vrLeftHand, "left") 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='ECBehaviorVRPlayspace'/> <behavior type='ECBehaviorVRHMD'/> <behavior type='ECBehaviorVRHand' id='right'> <!-- required: use BaseGameApp input device type. Constant of InputDeviceType. use either 'vrRightHand' or 'vrLeftHand'. --> <string name='inputDeviceType'>vrRightHand</string> <!-- optional: use BaseGameApp binding manager. game can add more supported values. default is 'default' --> <string name='bindingManager'>default</string> <!-- optional: set collision filter. default value '' which means empty category and full filter. format is '', 'category' or 'category:filter' where category and filter are a list of bits to set. --> <string name='collisionFilter'>6:0 1 2 3 5</string> <!-- optional: add behavior trees. default adds all behavior trees. --> <list name='behaviorTrees'> <string/> <!-- add behavior with empty identifier --> <string>default</string> <!-- add behavior with 'default' identifier --> </list> <!-- optional: add state machines. default adds all state machines. --> <list name='stateMachines'> <string/> <!-- add behavior with empty identifier --> <string>default</string> <!-- add behavior with 'default' identifier --> </list> <!-- set element properties. omit property prefix if used inside behavior tag --> <boolean name='.useVendorModel'>true</boolean> </behavior> <behavior type='ECBehaviorVRHand' id='left'> ... </behavior> </elementClass>