Behavioral Primer

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Revision as of 15:36, 3 September 2023 by Nycidian (talk | contribs)

Introduction

Behaviors are Desynceds method of implementing visual coding for the Behavioral Controller Component. Behaviors consist of instructions and curved lines attached between those instructions showing the flow the program follows. Behaviors are currently unique to each Behavioral Controller but a copy can be saved to the Behavior section of the Library.

Behavior Library

The behavior library is accessed through the shared blueprint and behavior Library labeled in game as simply as the Library, this is accessed through the second button from the bottom far right or default keyboard shortcut [L].

The Library has two buttons at the bottom to switch between blueprints and behaviors.

The behavior library consists of the following:

  • A folder interface
  • A list of saved behavior names with 3 buttons to the right(left to right; edit, copy to clipboard and delete). A fresh game may have no saved behaviors.
  • There may or may not be a behavior interface with a single button below the list of saved behaviors with a button labeled as "Paste from Clipboard." This button appears if you have copied a behavior to your computers clipboard either by using one of the "Copy to Clipboard" buttons on a saved behavior or by copying a string of text posed by some one they got from a saved behavior. This will have the name of the behavior in the clipboard.
  • A final entry always named "Unnamed Behavior" with a single button visually looking like an addition sign, this being the create new button. In a fresh game this may be directly below the folder interface with no saved behaviors or pasted behavior above. Clicking the button will create a new blank behavior always named "Unnamed Behavior regardless if you change the text in the create new behavior name text box.

Save behaviors may be renamed in the text box in the listing or from within the behavior interface.