Files
GDevelop/Extensions/ExampleJsExtension/dummyruntimebehavior.ts
Arthur Pacaud bc606ed1be Add a console to the games debugger (#2770)
* When launching the Debugger to inspect a game, open the Console to see internal messages sent by the game, JavaScript code or the game engine.
* This is an advanced feature that is useful to find issues in your game or to see if your game is displaying any internal error.
2021-10-21 19:47:28 +01:00

58 lines
1.7 KiB
TypeScript

namespace gdjs {
const logger = new gdjs.Logger('Dummy behavior');
/**
* The DummyRuntimeBehavior changes a variable in the object that is owning
* it, at every tick before events are run, to set it to the string that was
* set in one of the behavior property.
* @ignore
*/
export class DummyRuntimeBehavior extends gdjs.RuntimeBehavior {
_textToSet: string;
constructor(
runtimeScene: gdjs.RuntimeScene,
behaviorData: any,
owner: gdjs.RuntimeObject
) {
super(runtimeScene, behaviorData, owner);
// Here you can access to the behavior data (JSON declared in JsExtension.js)
// using behaviorData:
this._textToSet = behaviorData.property1;
// You can also run arbitrary code at the creation of the behavior:
logger.log('DummyRuntimeBehavior was created for object:', owner);
}
updateFromBehaviorData(oldBehaviorData, newBehaviorData): boolean {
if (oldBehaviorData.property1 !== newBehaviorData.property1) {
this._textToSet = newBehaviorData.property1;
}
// Return true to specify that the new behavior data have been applied
// (false if you can't do it, which will disable hot-reload for the behavior).
return true;
}
onDeActivate() {}
doStepPreEvents(runtimeScene) {
// This is run at every frame, before events are launched.
this.owner
.getVariables()
.get('VariableSetFromBehavior')
.setString(this._textToSet);
}
doStepPostEvents(runtimeScene) {
// This is run at every frame, after events are launched.
}
}
gdjs.registerBehavior(
'MyDummyExtension::DummyBehavior',
gdjs.DummyRuntimeBehavior
);
}