BOnce class

Runs action only once for the lifetime of this instance and then is considered finished (returns true from then on).

Useful for one-shot steps inside a sequence (BList) or when combined with BInterval to run periodically:

BList(
  behaviors: [
    BOnce(action: (dt, comp, game) => comp.animation?.playOnce(attackAnim)),
    BMoveToComponent(target: player),
  ],
)

Note: since the "once" state lives in the instance, keep your behavior list in a late final field so it isn't recreated every frame.

Inheritance

Constructors

BOnce({required void action(double dt, GameComponent comp, BonfireGameInterface game), dynamic id})

Properties

action → void Function(double dt, GameComponent comp, BonfireGameInterface game)
final
hashCode int
The hash code for this object.
no setterinherited
id → dynamic
finalinherited
runtimeType Type
A representation of the runtime type of the object.
no setterinherited

Methods

noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
process(double dt, GameComponent comp, BonfireGameInterface game) bool
Processes this behavior for the current frame.
override
toString() String
A string representation of this object.
inherited

Operators

operator ==(Object other) bool
The equality operator.
inherited