PixelCrushers.DialogueSystem Namespace Reference

Namespaces

namespace  ActionRPG2D
 
namespace  AdventureCreator
 
namespace  ARPG
 
namespace  Articy
 
namespace  Aurora
 
namespace  BehaviorDesigner
 
namespace  ChatMapper
 
namespace  CinemaDirector
 
namespace  CoreGameKit
 
namespace  CorgiEngine
 
namespace  DaikonForgeGUI
 
namespace  DeftlySupport
 
namespace  DialogueEditor
 
namespace  EmeraldAISupport
 
namespace  Examples
 
namespace  FaceFX
 
namespace  HUDWaypointSupport
 
namespace  I2Support
 
namespace  ICode
 
namespace  InkSupport
 
namespace  InventoryEngineSupport
 
namespace  KGFMapSystem
 
namespace  MakinomSupport
 
namespace  NGUI
 
namespace  ORKFrameworkSupport
 
namespace  PlayMaker
 
namespace  plyGame
 
namespace  RealisticFPSPrefab
 
namespace  Rewired
 
namespace  RogSupport
 
namespace  RPGKit
 
namespace  SequencerCommands
 
namespace  SInventory
 
namespace  TextMeshPro
 
namespace  ThirdPersonControllerSupport
 
namespace  TK2D
 
namespace  TopdownKitSupport
 
namespace  UFPS
 
namespace  UniStormSupport
 
namespace  UnityGUI
 

Classes

class  AbstractConverterWindow
 This is a base class for custom converter windows. More...
 
class  AbstractDialogueUI
 This abstract class forms the base for IDialogueUI implementations in Unity GUI, NGUI, Daikon Forge GUI, and 2D Toolkit. More...
 
class  AbstractDialogueUIControls
 Abstract dialogue user interface controls. More...
 
class  AbstractUIAlertControls
 Abstract alert message controls. More...
 
class  AbstractUIControls
 Base class for abstract UI controls. More...
 
class  AbstractUIQTEControls
 Abstract QTE controls. More...
 
class  AbstractUIResponseMenuControls
 Abstract response menu controls. More...
 
class  AbstractUIRoot
 Abstract UI root. More...
 
class  AbstractUISubtitleControls
 Abstract subtitle controls. More...
 
class  ActiveConversationRecord
 Keeps track of an active conversation. More...
 
class  ActOnDialogueEvent
 This is the abstract base class for all dialogue event handler components (e.g., SetActiveOnDialogueEvent, StartConversationOnDialogueEvent, etc). More...
 
class  Actor
 An actor asset. More...
 
class  ActorPicker
 
class  ActorPopupAttribute
 
class  ActorPopupDrawer
 
class  AlertTrigger
 The Alert Trigger component shows a gameplay alert when a trigger event occurs. More...
 
class  AlertTriggerEditor
 
class  AnimatedPortrait
 Specifies the animated portrait to use for this actor. More...
 
class  Asset
 The base class of all assets such as actors, conversations, items, locations and variables. More...
 
class  AssetBundleManager
 This class manages a list of asset bundles. More...
 
class  BarkController
 BarkController is a static utility class provides a method to make characters bark. More...
 
class  BarkDialogueUI
 This is an implementation of IDialogueUI that uses the participants' bark UIs to run a conversation. More...
 
class  BarkGroupManager
 This singleton GameObject manages bark groups specified by BarkGroupMember. More...
 
class  BarkGroupManagerEditor
 Custom editor for BarkGroupManager that shows the current membership of bark group members. More...
 
class  BarkGroupMember
 A member of a bark group. More...
 
class  BarkHistory
 Keeps track of a character's current bark. More...
 
class  BarkOnDialogueEvent
 Barks at the start and/or end of a dialogue event. More...
 
class  BarkOnDialogueEventEditor
 
class  BarkOnIdle
 The bark on idle component can be used to make an NPC bark on timed intervals. More...
 
class  BarkOnIdleEditor
 
class  BarkStarter
 This is the base class for bark trigger components such as BarkOnIdle and BarkTrigger. More...
 
class  BarkTrigger
 The bark trigger component can be used to make an NPC bark when it receives a dialogue trigger – for example, when the game starts or when the level loads. More...
 
class  BarkTriggerEditor
 
class  BitMaskAttribute
 This attribute marks a bit mask enum so it will use a custom property drawer to allow the designer to select a mask, similar to how the built-in Layer Mask works. More...
 
class  BitMaskDrawer
 Custom property drawer for bit mask enums. More...
 
class  CameraAngleEditor
 This Camera Angle Editor window helps you create camera angle prefabs that you can use with the Sequencer. More...
 
class  CharacterInfo
 Contains information about a conversation participant that the dialogue UI or Sequencer may need. More...
 
class  CharacterTypeTools
 A static tool class for working with CharacterType. More...
 
class  ChatMapperConverter
 The Chat Mapper Converter editor window converts a Chat Mapper project into a DialogueDatabase asset. More...
 
class  ChatMapperExporter
 This part of the Dialogue Editor window contains the Chat Mapper export code. More...
 
class  ChatMapperToDialogueDatabase
 This static utility class converts Chat Mapper projects to dialogue databases. More...
 
class  Condition
 Conditions are used to selectively run actions. More...
 
class  ConditionEditor
 This custom editor for Condition uses LuaConditionWizard. More...
 
class  ConditionObserver
 The condition observer component evaluates a condition on a set frequency. More...
 
class  ConditionObserverEditor
 
class  ConditionPriorityTools
 A static tool class for working with ConditionPriority. More...
 
class  ConditionPropertyDrawer
 This custom drawer for Condition uses LuaConditionWizard. More...
 
class  Conversation
 A conversation asset. More...
 
class  ConversationController
 Mediates between a ConversationModel (data) and ConversationView (user interface) to run a conversation. More...
 
class  ConversationLogger
 When you attach this script to an actor, conversations involving that actor will be logged to the console. More...
 
class  ConversationModel
 Handles logic for the data model of a conversation. More...
 
class  ConversationOverrideDisplaySettings
 
class  ConversationPicker
 
class  ConversationPopupAttribute
 
class  ConversationPopupDrawer
 
class  ConversationStarter
 This is the base class for the ConversationOnXXX (e.g., ConversationOnUse) and BarkOnXXX (e.g., BarkOnUse) components. More...
 
class  ConversationState
 The current state of a conversation, which can also be thought of as the current position in the dialogue tree. More...
 
class  ConversationTrigger
 The conversation trigger component starts a conversation between an actor and this game object when the game object receives a specified dialogue trigger. More...
 
class  ConversationTriggerEditor
 
class  ConversationView
 Handles the user interaction part of a conversation. More...
 
class  CSVConverterWindow
 This is an example converter that demonstrates how to make a subclass of AbstractConverterWindow to make your own converter for the Dialogue System. More...
 
class  CSVExporter
 This part of the Dialogue Editor window contains the CSV export code. More...
 
class  CustomFieldType
 The abstract base custom field type. More...
 
class  CustomFieldType_Actor
 
class  CustomFieldType_Boolean
 
class  CustomFieldType_Files
 
class  CustomFieldType_Item
 
class  CustomFieldType_Localization
 
class  CustomFieldType_Location
 
class  CustomFieldType_Number
 
class  CustomFieldType_QuestState
 
class  CustomFieldType_Text
 
class  CustomFieldTypeService
 This class manages custom field types. More...
 
class  DatabaseManager
 Manages a master DialogueDatabase and associated Lua environment. More...
 
class  DatabaseMerger
 This static utility class merges the contents of a dialogue database into another dialogue database. More...
 
class  DefaultCameraAngle
 This component allows you specify a camera angle to use when a Camera() sequencer command uses the reserved keyword 'angle'. More...
 
class  DialogueDatabase
 A dialogue database asset. More...
 
class  DialogueDatabaseEditor
 Custom inspector editor for dialogue database assets. More...
 
class  DialogueDebug
 A simple static class to keep track of a global debug level setting for dialogue system log messages. More...
 
class  DialogueEntry
 A dialogue entry is a single line of dialogue in a Conversation, with a list of links to possible responses (see Link). More...
 
class  DialogueEventStarter
 This is the base class for all dialogue event trigger components. More...
 
class  DialogueLua
 A static class that adds additional Chat Mapper-related functionality to the Lua environment, since Chat Mapper projects can define conditions and actions in Lua, modify Lua variables, and use Chat Mapper-specific Lua functions. More...
 
class  DialogueManager
 A static class that provides a simplified interface to the dialogue system's core functions. More...
 
class  DialogueManagerWizard
 This wizard sets up the Dialogue Manager object. More...
 
class  DialogueSystemController
 This component ties together the elements of the dialogue system: dialogue database, dialogue UI, sequencer, and conversation controller. More...
 
class  DialogueSystemControllerEditor
 Custom inspector editor for DialogueSystemController (e.g., Dialogue Manager). More...
 
class  DialogueSystemControllerHierarchyIcon
 Draws the Dialogue Manager icon in the Hierarchy view. More...
 
class  DialogueSystemEvents
 Add this to the Dialogue Manager and/or participants to hook into various Dialogue System events. More...
 
class  DialogueSystemMenuItems
 This class defines the menu items in the Dialogue System menu (except for custom Editor Windows, which define their own menu items). More...
 
class  DialogueSystemSupplementalMenuItems
 This class defines the menu items in the Dialogue System menu that come from the Supplemental script subfolder. More...
 
class  DialogueSystemTrigger
 The Dialogue System trigger is a general-purpose trigger that can execute most Dialogue System functions such as starting conversations, barks, alerts, sequences, and Lua code. More...
 
class  DialogueSystemTriggerEditor
 
class  DialogueTime
 A static wrapper class for the built-in Time class. More...
 
class  DialogueTriggerEventAttribute
 
class  DialogueTriggerEventDrawer
 This custom property drawer for DialogueTriggerEvent reorders the popup for trigger events. More...
 
class  DieOnTakeDamage
 This is a very simple example script that destroys a GameObject if it receives the message "TakeDamage(float)" or "Damage(float)". More...
 
class  DisplaySettings
 Display settings to apply to the dialogue UI and sequencer. More...
 
class  EditorTools
 
class  EditorWindowTools
 
struct  Emphasis
 Specifies special text formatting for a substring. More...
 
class  EmphasisSetting
 An emphasis setting specifies a text style. More...
 
class  EncodingTypeTools
 
class  ExtraDatabases
 Adds and removes extra dialogue databases. More...
 
class  Field
 Assets are composed primarily of data elements called fields. More...
 
class  FormattedText
 A line of text including formatting. More...
 
class  GameSaver
 Allows you to save and load games to PlayerPrefs without writing any scripts. More...
 
interface  IBarkUI
 Interface for bark UI components. More...
 
interface  IDialogueUI
 Interface for dialogue UI components. More...
 
class  IncrementOnDestroy
 Increments an element of the Lua Variable[] table when the GameObject is destroyed or disabled, and then updates the quest tracker if it's attached to the Dialogue Manager object or its children. More...
 
class  InputTrigger
 Defines an input trigger using a key code and/or button name. More...
 
class  Item
 An item asset. More...
 
class  ItemPicker
 
class  ItemPopupAttribute
 
class  ItemPopupDrawer
 
interface  ITextFieldUI
 Interface for text field UI components. More...
 
class  LanguageTextExporter
 This part of the Dialogue Editor window contains the language text export code. More...
 
class  LevelManager
 This component combines Application.LoadLevel[Async] with the saved-game data features of PersistentDataManager. More...
 
class  Link
 A link from one DialogueEntry (the origin) to another (the destination). More...
 
class  LinkTools
 A static tool class for working with links (see Link). More...
 
class  Localization
 This static class contains localization methods and the current language as defined by a string (e.g., "es" for generic Spanish, "fr-CA" for French - Canadian). More...
 
class  LocalizedTextTable
 An asset containing a table of localized text. More...
 
class  LocalizedTextTableEditor
 Custom inspector editor for localized text tables. More...
 
class  LocalizeTextMesh
 This script localizes the content of the TextMesh element on this GameObject. More...
 
class  LocalizeUIText
 This script localizes the content of the Text element or Dropdown element on this GameObject. More...
 
class  Location
 A location asset. More...
 
class  Lua
 A static class that provides a global Lua virtual machine. More...
 
class  LuaConditionsWizardAttribute
 
class  LuaConditionsWizardDrawer
 
class  LuaConditionWizard
 This Lua condition wizard is meant to be called from a custom editor's OnInspectorGUI() method. More...
 
class  LuaConsole
 An in-game Lua console presented using Unity GUI. More...
 
class  LuaNetworkCommands
 This class for Unity Networking's High Level API (UNET HLAPI) adds Lua functions to set variables and quest states on all network clients. More...
 
class  LuaOnDialogueEvent
 Runs Lua code at the start and/or end of a dialogue event. More...
 
class  LuaOnDialogueEventEditor
 
class  LuaScriptWizard
 This Lua script wizard is meant to be called from a custom editor's OnInspectorGUI() method. More...
 
class  LuaScriptWizardAttribute
 
class  LuaScriptWizardDrawer
 
class  LuaTableWrapper
 This is a Lua table wrapper for LuaInterpreter. More...
 
class  LuaTrigger
 The Lua trigger component runs Lua code when the game object receives a specified trigger event. More...
 
class  LuaTriggerEditor
 
class  LuaWatchers
 This class maintains a list of watchers by watch frequency. More...
 
class  LuaWatchItem
 Watch item for Lua observers. More...
 
class  LuaWatchList
 This class maintains a list of watch items. More...
 
class  LuaWizardBase
 This part of the Dialogue Editor window contains common code for the Conditions and Script wizards. More...
 
class  NavigateOnMouseClick
 Navigates to the place where the player mouse clicks. More...
 
class  NPCSetupWizard
 NPC setup wizard. More...
 
class  NWNTools
 This static utility class provides tools to help run Neverwinter Nights (Aurora Toolset) content in the Dialogue System. More...
 
class  OverrideActorName
 This component allows you to override the actor name used in conversations, which is normally set to the name of the GameObject. More...
 
class  OverrideActorNameEditor
 
class  OverrideDialogueUI
 Overrides the dialogue UI for conversations involving the game object. More...
 
class  OverrideDisplaySettings
 Overrides the display settings for conversations involving the game object. More...
 
class  OverrideUIBase
 Abstract base class for OverrideDialogueUI and OverrideDisplaySettings. More...
 
class  OverrideUnityUIDialogueControls
 This component allows actors to override Unity UI dialogue controls. More...
 
class  ParserException
 Custom exception for parser errors. More...
 
class  PauseGameOnConversation
 Pauses the game during conversations by setting Time.timeScale to 0. More...
 
class  PersistentActiveData
 The persistent active data component works with the PersistentDataManager to set a target game object active or inactive when loading a game (or when applying persistent data between level changes). More...
 
class  PersistentActiveDataEditor
 
class  PersistentDataManager
 A static class for saving and loading game data using the Dialogue System's Lua environment. More...
 
class  PersistentDataSettings
 
class  PersistentDeadBody
 Customized for RFPS. More...
 
class  PersistentDestructible
 This persistent data component keeps track of when the GameObject has been destroyed or disabled. More...
 
class  PersistentPositionData
 The persistent position data component works with the PersistentDataManager to keep track of a game object's position when saving and loading games or changing levels. More...
 
class  PlayerSetupWizard
 Player setup wizard. More...
 
class  PreloadActorPortraits
 Preloads actor portraits to prevent hiccups when conversations start. More...
 
class  ProximitySelector
 This component implements a proximity-based selector that allows the player to move into range and use a usable object. More...
 
class  QuestCondition
 A quest condition checks the state of a quest. More...
 
class  QuestConditionDrawer
 
struct  QuestEntryArgs
 
class  QuestGroupRecord
 Contains a quest title and its group name. More...
 
class  QuestLog
 A static class that manages a quest log. More...
 
class  QuestLogWindow
 This is the abstract base class for quest log windows. More...
 
class  QuestLogWindowHotkey
 
class  QuestPicker
 
class  QuestPopupAttribute
 
class  QuestPopupDrawer
 
class  QuestStateAttribute
 
class  QuestStateDispatcher
 Add this to the Dialogue Manager to allow it to dispatch quest state updates to QuestStateListener components on other GameObjects. More...
 
class  QuestStateDrawer
 This custom property drawer for the QuestState enum shows the states in lowercase so they match Lua. More...
 
class  QuestStateIndicator
 Associates GameObjects (e.g., world space canvas elements) with indicator levels. More...
 
class  QuestStateListener
 Add this to a GameObject such as an NPC that wants to know about quest state changes to a specific quest. More...
 
class  QuestTracker
 When you attach this script to the Dialogue Manager object (or a child), it will display tracked quests. More...
 
class  QuestTrigger
 The quest trigger component sets a quest status when the game object receives a specified trigger event. More...
 
class  QuestTriggerEditor
 
class  RangeTrigger
 This component activates game objects and enables components when it receives OnTriggerEnter and the conditions are true, and deactivates/disables when it receives OnTriggerExit and the conditions are true. More...
 
class  ReferenceDatabaseDialogueEventEditor
 This is a base class for most of the "On dialogue event" editors. More...
 
class  RelationsInspectorLink
 This class provides optional integration with Seldom Tools' RelationsInspector. More...
 
class  Response
 Info about a response, which is a link from one dialogue entry to another. More...
 
class  RTVoiceActor
 
class  RTVoiceSaveAudioFiles
 Editor utility to use RT-Voice to generate and save audio files for the lines of dialogue in a dialogue database. More...
 
class  SelectedResponseEventArgs
 When the player selects a response, these event arguments are passed back from the dialogue UI. More...
 
class  Selector
 This component implements a selector that allows the player to target and use a usable object. More...
 
class  SelectorFollowTarget
 This component modifies the behavior of a Selector or ProximitySelector to draw the heading and reticle on top of the selection instead an absolute screen position. More...
 
class  SendMessageOnDialogueEvent
 Sends messages to game objects at the start and/or end of a dialogue event. More...
 
class  SendMessageOnDialogueEventEditor
 
class  SequenceEditorTools
 This class provides a custom drawer for Sequence fields. More...
 
class  SequenceParser
 Basic recursive descent parser for sequences. More...
 
class  Sequencer
 A sequencer plays sequences of commands such as camera cuts, animation, audio, activating game objects, etc. More...
 
class  SequencerShortcuts
 Registers shortcuts with the sequencer. More...
 
class  SequencerShortcutsEditor
 
class  SequencerTools
 A static utility class for Sequencer. More...
 
class  SequenceStarter
 This is the base class for all sequence trigger components. More...
 
class  SequenceTrigger
 The sequence trigger component starts a sequence when the game object receives a specified dialogue event. More...
 
class  SequenceTriggerEditor
 
class  SetActiveOnDialogueEvent
 Sets game objects active or inactive at the start and/or end of a dialogue event. More...
 
class  SetActiveOnDialogueEventEditor
 
class  SetAnimationOnDialogueEvent
 Sets an animation clip on dialogue events. More...
 
class  SetAnimationOnDialogueEventEditor
 
class  SetAnimatorStateOnDialogueEvent
 Sets an animator state on dialogue events. More...
 
class  SetAnimatorStateOnDialogueEventEditor
 
class  SetComponentEnabledOnDialogueEvent
 Sets components enabled or disabled at the start and/or end of a dialogue event. More...
 
class  SetComponentEnabledOnDialogueEventEditor
 
class  SetEnabledOnDialogueEvent
 Sets MonoBehaviours enabled or disabled at the start and/or end of a dialogue event. More...
 
class  SetEnabledOnDialogueEventEditor
 
class  SetQuestStateOnDialogueEvent
 Sets a quest state at the start and/or end of a dialogue event. More...
 
class  SetQuestStateOnDialogueEventEditor
 
class  ShowCursorOnConversation
 Shows the mouse cursor during conversations. More...
 
class  SimpleController
 This component implements a very simple third person shooter-style controller. More...
 
class  SmoothCameraWithBumper
 
class  StartConversationOnDialogueEvent
 Starts a conversation at the start and/or end of a dialogue event. More...
 
class  StartConversationOnDialogueEventEditor
 
class  StartSequenceOnDialogueEvent
 Starts a sequence at the start and/or end of a dialogue event. More...
 
class  StartSequenceOnDialogueEventEditor
 
class  StopConversationIfTooFar
 Stops a conversation if the distance between the participants exceeds a specified maximum. More...
 
class  Subtitle
 Info about a line of dialogue. More...
 
class  SymbolExtensions
 
class  Template
 This class defines the template that the Dialogue Database Editor will use when creating new dialogue database assets such as actors and conversations. More...
 
class  TemplateTools
 
class  TextlessBarkUI
 A textless implementation of IBarkUI. More...
 
class  ToggleTools
 A static utility class to work with toggle values. More...
 
class  Tools
 A static class of general purpose functions used by the dialogue system. More...
 
class  UIAnimationTransitions
 
class  UIButtonKeyTrigger
 This script adds a key or button trigger to a UIButton. More...
 
class  UIShowHideController
 
class  UITools
 
class  UniqueIDWindow
 
class  UniqueIDWindowPrefs
 This class manages the Unique ID Window prefs. More...
 
class  UnityUIAlertControls
 Controls for UnityUIDialogueUI's alert message. More...
 
class  UnityUIBarkSubtitleDialogueUI
 This is a variation of UnityUIDialogueUI that uses the speaker's bark UI for subtitles. More...
 
class  UnityUIBarkUI
 Implements IBarkUI using the new Unity UI. More...
 
class  UnityUIColorText
 This script provides methods to change a Text element's color. More...
 
class  UnityUIContinueButtonFastForward
 This script replaces the normal continue button functionality with a two-stage process. More...
 
class  UnityUIDialogueControls
 Contains all dialogue (conversation) controls for a Unity UI Dialogue UI. More...
 
class  UnityUIDialogueUI
 This component implements IDialogueUI using Unity UI. More...
 
class  UnityUIIgnorePauseCodes
 This component strips RPGMaker-style pause codes from a text component when enabled. More...
 
class  UnityUIQTEControls
 Unity UI Quick Time Event (QTE) indicator controls. More...
 
class  UnityUIQuestGroupTemplate
 This component hooks up the elements of a Unity UI quest group template. More...
 
class  UnityUIQuestLogWindow
 This is an implementation of the abstract QuestLogWindow class for the Unity UI. More...
 
class  UnityUIQuestTemplate
 This component hooks up the elements of a Unity UI quest template. More...
 
class  UnityUIQuestTemplateAlternateDescriptions
 
class  UnityUIQuestTitle
 This holds a quest title. More...
 
class  UnityUIQuestTracker
 When you attach this script to the Dialogue Manager object (or a child), it will display tracked quests using the new Unity UI. More...
 
class  UnityUIQuestTrackTemplate
 This component hooks up the elements of a Unity UI quest track template, which is used by the Unity UI Quest Tracker. More...
 
class  UnityUIResponseButton
 A Unity UI response button for use with UnityUIDialogueControls. More...
 
class  UnityUIResponseMenuControls
 Response menu controls for UnityUIDialogueUI. More...
 
class  UnityUIRoot
 Unity UI UIRoot wrapper for AbstractUIRoot. More...
 
class  UnityUIScrollbarEnabler
 Enables a scrollbar only if the content is larger than the container. More...
 
class  UnityUISelectorDisplay
 Replaces the Selector/ProximitySelector's OnGUI method with a method that enables or disables new Unity UI controls. More...
 
class  UnityUISelectorElements
 Optional component to provide references to selector UI elements. More...
 
class  UnityUISubtitleControls
 Subtitle Unity UI controls for UnityUIDialogueUI. More...
 
class  UnityUITextFieldUI
 Unity UI text field UI implementation. More...
 
class  UnityUITimer
 Basic slider-based timer for response menus. More...
 
class  UnityUITypewriterEffect
 This is a typewriter effect for Unity UI. More...
 
class  UpdateLocalizedUITexts
 This script provides a facility to update the localized text of all localized Text elements. More...
 
class  Usable
 This component indicates that the game object is usable. More...
 
class  UsableUnityEvent
 UnityEvent that has a Usable parameter. More...
 
class  UsableUnityUI
 Replaces the Selector/ProximitySelector's OnGUI method with a method that enables or disables new Unity UI controls. More...
 
class  UseAnimatedPortraits
 Add this to the Dialogue Manager to support animated portraits in Unity UI Dialogue UIs. More...
 
class  Variable
 A user variable asset. More...
 
class  VariablePicker
 
class  VariablePopupAttribute
 
class  VariablePopupDrawer
 
class  VoiceoverScriptExporter
 This part of the Dialogue Editor window contains the voiceover script export code. More...
 
class  WelcomeWindow
 This is the Dialogue System welcome window. More...
 

Enumerations

enum  LuaWatchFrequency { LuaWatchFrequency.EveryUpdate, LuaWatchFrequency.EveryDialogueEntry, LuaWatchFrequency.EndOfConversation }
 Lua watch frequencies. More...
 
enum  BarkOrder { BarkOrder.Random, BarkOrder.Sequential, BarkOrder.FirstValid }
 Specifies the orderings that can be used for a list of barks. More...
 
enum  BarkSubtitleSetting { BarkSubtitleSetting.SameAsDialogueManager, BarkSubtitleSetting.Show, BarkSubtitleSetting.Hide }
 Specifies how to handle bark subtitles: More...
 
enum  CharacterType { CharacterType.PC, CharacterType.NPC }
 Specifies whether a character is a player character (PC) or non-player character (NPC). More...
 
enum  ConditionPriority {
  ConditionPriority.Low, ConditionPriority.BelowNormal, ConditionPriority.Normal, ConditionPriority.AboveNormal,
  ConditionPriority.High
}
 Used by DialogueEntry to define the priority of a dialogue entry. More...
 
enum  EntrytagFormat {
  EntrytagFormat.ActorName_ConversationID_EntryID, EntrytagFormat.ConversationTitle_EntryID, EntrytagFormat.ActorNameLineNumber, EntrytagFormat.ConversationID_ActorName_EntryID,
  EntrytagFormat.ActorName_ConversationTitle_EntryDescriptor, EntrytagFormat.VoiceOverFile
}
 
enum  FieldType {
  FieldType.Text, FieldType.Number, FieldType.Boolean, FieldType.Files,
  FieldType.Localization, FieldType.Actor, FieldType.Item, FieldType.Location
}
 Data types used by the Field class. More...
 
enum  DatabaseResetOptions { DatabaseResetOptions.KeepAllLoaded, DatabaseResetOptions.RevertToDefault }
 Database reset options used by DatabaseManager.Reset. More...
 
enum  ResponseButtonAlignment { ResponseButtonAlignment.ToFirst, ResponseButtonAlignment.ToLast }
 Response button alignment specifies how to add response buttons to the dialogue UI. More...
 
enum  ResponseTimeoutAction { ResponseTimeoutAction.ChooseFirstResponse, ResponseTimeoutAction.ChooseRandomResponse, ResponseTimeoutAction.EndConversation }
 Response timeout action specifies what to do if the response menu times out. More...
 
enum  EmTag {
  EmTag.None, EmTag.Em1, EmTag.Em2, EmTag.Em3,
  EmTag.Em4
}
 
enum  EncodingType {
  EncodingType.Default, EncodingType.ASCII, EncodingType.Unicode, EncodingType.UTF7,
  EncodingType.UTF8, EncodingType.UTF32, EncodingType.ISO_8859_1
}
 
enum  Toggle { Toggle.True, Toggle.False, Toggle.Flip }
 Specifies how to set a Boolean value. More...
 
enum  QuestState {
  QuestState.Unassigned = 0x1, QuestState.Active = 0x2, QuestState.Success = 0x4, QuestState.Failure = 0x8,
  QuestState.Abandoned = 0x10
}
 Quest state is a bit-flag enum that indicates the state of a quest. More...
 
enum  DialogueEvent { DialogueEvent.OnBark = 0x1, DialogueEvent.OnConversation = 0x2, DialogueEvent.OnSequence = 0x4 }
 This bit mask enum defines the dialogue events. More...
 
enum  DialogueTriggerEvent {
  DialogueTriggerEvent.OnBarkEnd = 0x1, DialogueTriggerEvent.OnConversationEnd = 0x2, DialogueTriggerEvent.OnSequenceEnd = 0x4, DialogueTriggerEvent.OnTriggerEnter = 0x8,
  DialogueTriggerEvent.OnStart = 0x10, DialogueTriggerEvent.OnUse = 0x20, DialogueTriggerEvent.OnEnable = 0x40, DialogueTriggerEvent.OnTriggerExit = 0x80,
  DialogueTriggerEvent.OnDisable = 0x100, DialogueTriggerEvent.OnDestroy = 0x200, DialogueTriggerEvent.None = 0x400, DialogueTriggerEvent.OnCollisionEnter = 0x800,
  DialogueTriggerEvent.OnCollisionExit = 0x1000
}
 A bit mask enum that defines the events that can trigger barks, conversations, and sequences. More...
 

Functions

delegate void LuaChangedDelegate (LuaWatchItem luaWatchItem, Lua.Result newValue)
 Lua expression changed delegate. More...
 
delegate bool GetInputButtonDownDelegate (string buttonName)
 
delegate bool IsDialogueEntryValidDelegate (DialogueEntry dialogueEntry)
 This defines the syntax of the optional delegate that conversations can use to double-check that a dialogue entry is valid to use. More...
 
delegate void DialogueEntrySpokenDelegate (Subtitle subtitle)
 
delegate void AcceptedTextDelegate (string text)
 This delegate is called when the player accepts the input. More...
 
delegate QuestState StringToQuestStateDelegate (string s)
 
delegate string CurrentQuestStateDelegate (string quest)
 
delegate void SetQuestStateDelegate (string quest, string state)
 
delegate void SetQuestEntryStateDelegate (string quest, int entryNumber, string state)
 
delegate string CurrentQuestEntryStateDelegate (string quest, int entryNumber)
 
delegate string GetCustomSaveDataDelegate ()
 
delegate void SelectedUsableObjectDelegate (Usable usable)
 This delegate is called when a selector targets a usable object. More...
 
delegate void DeselectedUsableObjectDelegate (Usable usable)
 This delegate is called when a selector un-targets a usable object. More...
 

Enumeration Type Documentation

◆ BarkOrder

Specifies the orderings that can be used for a list of barks.

Enumerator
Random 

Play barks in random order.

Sequential 

Play barks in sequential order.

FirstValid 

Stop evaluating dialogue entries after finding the first valid entry.

◆ BarkSubtitleSetting

Specifies how to handle bark subtitles:

  • SameAsDialogueManager: Use the same setting as the dialogue UI currently assigned to the DialogueManager.
  • Show: Always show using the bark UI on the character. (See IBarkUI)
  • Hide: Never show.
Enumerator
SameAsDialogueManager 
Show 
Hide 

◆ CharacterType

Specifies whether a character is a player character (PC) or non-player character (NPC).

Enumerator
PC 

Player character

NPC 

Non-player character

◆ ConditionPriority

Used by DialogueEntry to define the priority of a dialogue entry.

Entries are Normal by default. When the dialogue system chooses lines and responses, it evaluates them in order of priority from High to Low.

Enumerator
Low 

Low priority - evaluated last

BelowNormal 

Below normal priority

Normal 

Normal priority (the default)

AboveNormal 

Above normal priority

High 

High priority - evaluated first

◆ DatabaseResetOptions

Database reset options used by DatabaseManager.Reset.

  • KeepAllLoaded: Keeps all currently-loaded databases and just resets them to their initial states.
  • RevertToDefault: Removes all but the default database and resets it to its initial state.
Enumerator
KeepAllLoaded 

Keep all currently-loaded databases and just reset them to their initial states

RevertToDefault 

Remove all but the default database and reset it to its initial state

◆ DialogueEvent

This bit mask enum defines the dialogue events.

Enumerator
OnBark 
OnConversation 
OnSequence 

◆ DialogueTriggerEvent

A bit mask enum that defines the events that can trigger barks, conversations, and sequences.

As the Dialogue System has grown, trigger events were added to the end rather than reordering the enum (which would break serialization in existing projects). If you modify the list, you must also update the property drawer DialogueTriggerEventDrawer.

Enumerator
OnBarkEnd 

Trigger when the GameObject receives an OnBarkEnd message

OnConversationEnd 

Trigger when the GameObject receives an OnConversationEnd message

OnSequenceEnd 

Trigger when the GameObject receives an OnSequenceEnd message

OnTriggerEnter 

Trigger when another collider enters this GameObject's trigger collider

OnStart 

Trigger when the GameObject starts (e.g., at the start of the level)

OnUse 

Trigger when the GameObject receives an OnUse message (e.g., from the Selector component)

OnEnable 

Trigger when the trigger script is enabled (allows retriggering if you disable and re-enable the script or deactivate and re-activate its GameObject.

OnTriggerExit 

Trigger when another collider exits this GameObject's trigger collider

OnDisable 

Trigger when the GameObject is disabled

OnDestroy 

Trigger when the GameObject is destroyed

None 

Don't automatically trigger

OnCollisionEnter 

Trigger when another collider touches this collider.

OnCollisionExit 

Trigger when another collider stops touching this collider

◆ EmTag

Enumerator
None 
Em1 
Em2 
Em3 
Em4 

◆ EncodingType

Enumerator
Default 
ASCII 
Unicode 
UTF7 
UTF8 
UTF32 
ISO_8859_1 

◆ EntrytagFormat

Enumerator
ActorName_ConversationID_EntryID 

Format entrytag as "ActorName_ConversationID_EntryID".

Special characters in ActorName will be replaced with underscores. Example: Private_Hart_9_42

ConversationTitle_EntryID 

Format entrytag as "ConversationTitle_EntryID".

Special characters in ConversationTitle will be replaced with underscores. Example: Boardroom_Discussion_42

ActorNameLineNumber 

Format entrytag Adventure Creator-style as "(ActorName)(LineNumber)".

Special characters in ActorName will be replaced with underscores. The Dialogue System will attempt to assign a unique line number to every entry using the formula ConversationID*500 + EntryID. Example: Player42

ConversationID_ActorName_EntryID 

Format entrytag as "ConversationID_ActorName_EntryID".

Special characters in ActorName will be replaced with underscores. Example: 9_Private_Hart_42

ActorName_ConversationTitle_EntryDescriptor 

Format entrytag as "ActorName_ConversationTitle_EntryDescriptor".

EntryDescriptor looks for an entry title first, then menu text, and if none, uses the ID instead. Special characters will be replaced with underscores. Example: Private_Hart_Boardroom_Discussions_No_Information_Available

VoiceOverFile 

Set entrytag to the value of the dialogue entry's VoiceOverFile field.

◆ FieldType

Data types used by the Field class.

Enumerator
Text 

Text

Number 

Number (integer or float)

Boolean 

Boolean (true or false)

Files 

A text string in the format [file1, file2, ...]

Localization 

Localization asset

Actor 

Actor ID

Item 

Item ID

Location 

Location ID

◆ LuaWatchFrequency

Lua watch frequencies.

Enumerator
EveryUpdate 

Check every frame that Lua code was run.

EveryDialogueEntry 

Check every time an actor speaks a DialogueEntry in a conversation.

EndOfConversation 

Check at the end of conversations.

◆ QuestState

Quest state is a bit-flag enum that indicates the state of a quest.

This enum is used by the QuestLog class.

Enumerator
Unassigned 

Quest is unassigned

Active 

Quest is active (assigned but not completed yet)

Success 

Quest was completed successfully; corresponds to "success" or "done"

Failure 

Quest was completed in failure

Abandoned 

Quest was abandoned

◆ ResponseButtonAlignment

Response button alignment specifies how to add response buttons to the dialogue UI.

A dialogue UI may predefine any number of response button slots. For example, a "dialogue wheel" layout could define six response button slots going clockwise around the wheel. The response button alignment specifies whether to add responses starting from the first slot (clockwise) or the last slot (counter-clockwise).

The meanings of the enum values are:

  • ToFirst: Align responses to the first slot.
  • ToLast: Align responses to the last slot.

If there are more responses than predefined slots, it's up to the IDialogueUI implementation to decide how to handle this case.

If the dialogue author has specified a position (via the "[position #]" tag in the response's text), then the response will always go in that position, regardless of the alignment setting.

Enumerator
ToFirst 

Align responses to the first slot

ToLast 

Align responses to the last slot

◆ ResponseTimeoutAction

Response timeout action specifies what to do if the response menu times out.

Enumerator
ChooseFirstResponse 

Auto-select the first menu choice.

ChooseRandomResponse 

Auto-select a random menu choice.

EndConversation 

End of conversation.

◆ Toggle

Specifies how to set a Boolean value.

Flip indicates to invert the current value.

Enumerator
True 

Set Boolean to true

False 

Set boolean to false

Flip 

Invert the current value

Function Documentation

◆ AcceptedTextDelegate()

delegate void PixelCrushers.DialogueSystem.AcceptedTextDelegate ( string  text)

This delegate is called when the player accepts the input.

◆ CurrentQuestEntryStateDelegate()

delegate string PixelCrushers.DialogueSystem.CurrentQuestEntryStateDelegate ( string  quest,
int  entryNumber 
)

◆ CurrentQuestStateDelegate()

delegate string PixelCrushers.DialogueSystem.CurrentQuestStateDelegate ( string  quest)

◆ DeselectedUsableObjectDelegate()

delegate void PixelCrushers.DialogueSystem.DeselectedUsableObjectDelegate ( Usable  usable)

This delegate is called when a selector un-targets a usable object.

◆ DialogueEntrySpokenDelegate()

delegate void PixelCrushers.DialogueSystem.DialogueEntrySpokenDelegate ( Subtitle  subtitle)

◆ GetCustomSaveDataDelegate()

delegate string PixelCrushers.DialogueSystem.GetCustomSaveDataDelegate ( )

◆ GetInputButtonDownDelegate()

delegate bool PixelCrushers.DialogueSystem.GetInputButtonDownDelegate ( string  buttonName)

◆ IsDialogueEntryValidDelegate()

delegate bool PixelCrushers.DialogueSystem.IsDialogueEntryValidDelegate ( DialogueEntry  dialogueEntry)

This defines the syntax of the optional delegate that conversations can use to double-check that a dialogue entry is valid to use.

◆ LuaChangedDelegate()

delegate void PixelCrushers.DialogueSystem.LuaChangedDelegate ( LuaWatchItem  luaWatchItem,
Lua.Result  newValue 
)

Lua expression changed delegate.

◆ SelectedUsableObjectDelegate()

delegate void PixelCrushers.DialogueSystem.SelectedUsableObjectDelegate ( Usable  usable)

This delegate is called when a selector targets a usable object.

Example uses:

  • Update a HUD with the usable object's info
  • Make the usable object play an animation

◆ SetQuestEntryStateDelegate()

delegate void PixelCrushers.DialogueSystem.SetQuestEntryStateDelegate ( string  quest,
int  entryNumber,
string  state 
)

◆ SetQuestStateDelegate()

delegate void PixelCrushers.DialogueSystem.SetQuestStateDelegate ( string  quest,
string  state 
)

◆ StringToQuestStateDelegate()

delegate QuestState PixelCrushers.DialogueSystem.StringToQuestStateDelegate ( string  s)