This part of the Dialogue Editor window handles conversation templates. More...
Classes | |
class | AltagramResponse |
class | DatabaseStats |
class | MultinodeSelection |
class | Watch |
Public Types | |
enum | ExportFormat { ChatMapperXML , JSON , CSV , VoiceoverScript , LanguageText , Screenplay } |
enum | WatchType { Expression , Variable , Quest } |
enum | AutoArrangeStyle { Vertically , VerticallyOld , Horizontally } |
Static Public Member Functions | |
static DialogueEditorWindow | OpenDialogueEditorWindow () |
static void | OpenDialogueEntry (DialogueDatabase database, int conversationID, int dialogueEntryID) |
Opens the dialogue editor window to a specific dialogue entry. | |
static DialogueDatabase | GetCurrentlyEditedDatabase () |
static void | ResetPosition () |
Public Attributes | |
bool | showNodeEditor = true |
ExportFormat | exportFormat = ExportFormat.ChatMapperXML |
string | chatMapperExportPath = string.Empty |
string | csvExportPath = string.Empty |
string | jsonExportPath = string.Empty |
string | voiceoverExportPath = string.Empty |
string | languageTextExportPath = string.Empty |
string | screenplayExportPath = string.Empty |
HashSet< string > | languages = new HashSet<string>() |
Static Public Attributes | |
static bool | exportActors = true |
static bool | exportItems = true |
static bool | exportLocations = true |
static bool | exportVariables = true |
static bool | exportConversations = true |
static bool | exportCanvasRect = true |
static bool | exportConversationsAfterEntries = false |
static bool | exportConversationTitleSeparateColumn = false |
static bool | omitNoneSequenceEntriesInScreenplay = false |
static bool | linkToDebug = false |
static DialogueEditorWindow | instance = null |
Properties | |
static object | inspectorSelection [get, set] |
static System.Action< bool > | UnityEditorFocusChanged [get, set] |
Events | |
static DrawAssetInspectorDelegate | customDrawAssetInspector = null |
Assign handler(s) to perform extra drawing in Actor, Item, and Location inspector views. | |
static DrawConversationInspectorDelegate | customDrawConversationInspector = null |
Assign handler(s) to perform extra drawing in the conversation inspector view. | |
static DrawDialogueEntryInspectorDelegate | customDrawDialogueEntryInspector = null |
Assign handler(s) to perform extra drawing in the dialogue entry inspector view. | |
static DrawDialogueEntryNodeDelegate | customDrawDialogueEntryNode = null |
Assign handler(s) to perform extra drawing on nodes in the node editor. | |
static SetupGenericDialogueEditorMenuDelegate | customNodeMenuSetup = null |
Assign handler(s) to add extra menu items to the node editor menu. | |
static SetupDialogueEntryNodeContextMenuDelegate | customNodeContextMenuSetup = null |
static GlobalSearchDelegate | customGlobalSearch = null |
Assign handler(s) to perform extra global search. | |
static GlobalSearchAndReplaceDelegate | customGlobalSearchAndReplace = null |
Assign handler(s) to perform extra global search & replace. | |
This part of the Dialogue Editor window handles conversation templates.
This part of the Dialogue Editor window handles the top controls for the conversation node editor.
This part of the Dialogue Editor window provides the base for a Mecanim-style editor window.
This part of the Dialogue Editor window handles the auto-arrange feature for the conversation node editor.
This part of the Dialogue Editor window handles the Watches tab, which replaces the Templates tab at runtime to allow the user to watch Lua values.
This part of the Dialogue Editor window handles the Variables tab.
This part of the Dialogue Editor window implements UpdateTemplateFromAssets().
Undo functionality for Dialogue Editor window.
This part of the Dialogue Editor window handles the Template tab, which allows the user to modify the template used by dialogue databases.
This part of the Dialogue Editor window handles the Conversations tab's Reorder IDs options.
Default DrawAI* method implementations when not using an AI content generation addon.
This part of the Dialogue Editor window handles the Locations tab.
This part of the Dialogue Editor window handles the Database tab's Localization foldout.
This part of the Dialogue Editor window keeps track of the list of languages used in the current dialogue database.
This part of the Dialogue Editor window handles the Items tab.
This part of the Dialogue Editor window handles the GUI Styles used by the outline-style dialogue tree editor.
This part of the Dialogue Editor window handles drawing a single field and a list of fields.
This part of the Dialogue Editor window handles drawing a list of fields in a multinode selection.
This part of the Dialogue Editor window handles the outline-style dialogue tree editor.
This part of the Dialogue Editor window provides a Search bar in the outline-style dialogue tree editor.
This part of the Dialogue Editor window handles the main code for the conversation node editor.
This part of the Dialogue Editor window handles the Database tab's Stats section.
This part of the Dialogue Editor window handles the Database tab.
This part of the Dialogue Editor window handles the Database tab's Check For Issues section.
This part of the Dialogue Editor window handles the Conversations tab.
This part of the Dialogue Editor window provides generic functionality for assets.
This part of the Dialogue Editor window handles asset lists, which are lists of assets such as actors, items, and locations.
This part of the Dialogue Editor window handles the Actors tab.
Dialogue database editor window.
This part adds the Dialogue Editor menu items to Unity. The Dialogue Editor is a custom editor window. Its functionality is split into separate files that constitute partial class definitions. Each file handles one aspect of the Dialogue Editor, such as the Actors tab or the Items tab.
Asset lists are used in popup menus in other parts of the class.
Most of the tabs (Actor, Item, etc.) use the generic methods in this part as a base.
If the user has selected the node editor (default), it uses the node editor part. Otherwise it uses the outline-style dialogue tree part.
Drawing fields is complicated because a field can be one of several types. Actor fields need to provide a popup menu of the actors in the database, quest state fields need to provide a popup menu of the quest states, etc.
Since the quest system also uses the Item table, this part handles quests as well as standard items.
Credits: This section is based on code contributed by FourAttic / Devolver Digital. Thank you!
Locations are just treated as basic assets, so it uses the generic asset methods.
This is the main part of a class that spans several files using partial classes. Each file handles one aspect of the Dialogue Editor, such as the Actors tab or the Items tab.
These implementations draw nothing.
Drawing is now handled by a DialogueEditorVariableView.
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Opens the dialogue editor window to a specific dialogue entry.
database | The database to open. |
conversationID | The conversation ID. |
dialogueEntryID | The dialogue entry ID in the conversation. |
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string PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.chatMapperExportPath = string.Empty |
string PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.csvExportPath = string.Empty |
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ExportFormat PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.exportFormat = ExportFormat.ChatMapperXML |
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string PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.jsonExportPath = string.Empty |
HashSet<string> PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.languages = new HashSet<string>() |
string PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.languageTextExportPath = string.Empty |
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string PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.screenplayExportPath = string.Empty |
bool PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.showNodeEditor = true |
string PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.voiceoverExportPath = string.Empty |
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Assign handler(s) to perform extra drawing in Actor, Item, and Location inspector views.
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Assign handler(s) to perform extra drawing in the conversation inspector view.
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Assign handler(s) to perform extra drawing in the dialogue entry inspector view.
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Assign handler(s) to perform extra drawing on nodes in the node editor.
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Assign handler(s) to perform extra global search.
If conversationTitle is blank, search all conversations.
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Assign handler(s) to perform extra global search & replace.
If conversationTitle is blank, search all conversations.
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Assign handler(s) to add extra menu items to the node editor menu.