This component synchronizes 2D Action RPG data with Dialogue System data. More...
Public Member Functions | |
| void | OnConversationStart (Transform actor) |
| Prepares to run a conversation by freezing the player (if ticked), syncing data to Lua, and setting the NPC to "talking" mode. More... | |
| void | OnConversationEnd (Transform actor) |
| At the end of a conversation, unfreezes the player, syncs data back from Lua, and turns off the NPC's "talking" mode. More... | |
| void | FreezePlayer () |
| Freezes the player. More... | |
| void | UnfreezePlayer () |
| Unfreezes the player. More... | |
| void | SetPlayerControl (bool value) |
| void | SyncToLua () |
| Syncs data to Lua. More... | |
| void | SyncFromLua () |
| Syncs back from Lua. More... | |
Public Attributes | |
| GameObject | inventory |
| A reference to the inventory object. More... | |
| string[] | variables = new string[] { "playerHealth", "money", "slotSet", "sword", "bow", "wand", "potion" } |
| The variables that are synchronized. More... | |
| bool | freezePlayerDuringConversations = false |
| If ticked, player movement control is disabled during conversations. More... | |
| bool | includeSimStatus = false |
| If ticked, save data will include dialogue entry status (offered and/or spoken). More... | |
This component synchronizes 2D Action RPG data with Dialogue System data.
Add it to your Dialogue Manager object.
| void PixelCrushers.DialogueSystem.ActionRPG2D.ActionRPG2DBridge.FreezePlayer | ( | ) |
Freezes the player.
| void PixelCrushers.DialogueSystem.ActionRPG2D.ActionRPG2DBridge.OnConversationEnd | ( | Transform | actor | ) |
| void PixelCrushers.DialogueSystem.ActionRPG2D.ActionRPG2DBridge.OnConversationStart | ( | Transform | actor | ) |
Prepares to run a conversation by freezing the player (if ticked), syncing data to Lua, and setting the NPC to "talking" mode.
| actor | The other actor. |
| void PixelCrushers.DialogueSystem.ActionRPG2D.ActionRPG2DBridge.SetPlayerControl | ( | bool | value | ) |
| void PixelCrushers.DialogueSystem.ActionRPG2D.ActionRPG2DBridge.SyncFromLua | ( | ) |
Syncs back from Lua.
| void PixelCrushers.DialogueSystem.ActionRPG2D.ActionRPG2DBridge.SyncToLua | ( | ) |
Syncs data to Lua.
| void PixelCrushers.DialogueSystem.ActionRPG2D.ActionRPG2DBridge.UnfreezePlayer | ( | ) |
Unfreezes the player.
| bool PixelCrushers.DialogueSystem.ActionRPG2D.ActionRPG2DBridge.freezePlayerDuringConversations = false |
If ticked, player movement control is disabled during conversations.
| bool PixelCrushers.DialogueSystem.ActionRPG2D.ActionRPG2DBridge.includeSimStatus = false |
If ticked, save data will include dialogue entry status (offered and/or spoken).
| GameObject PixelCrushers.DialogueSystem.ActionRPG2D.ActionRPG2DBridge.inventory |
A reference to the inventory object.
| string [] PixelCrushers.DialogueSystem.ActionRPG2D.ActionRPG2DBridge.variables = new string[] { "playerHealth", "money", "slotSet", "sword", "bow", "wand", "potion" } |
The variables that are synchronized.
These should also include all itemIds.