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... | |
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... | |
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Specifies how to handle bark subtitles:
Enumerator | |
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SameAsDialogueManager | |
Show | |
Hide |
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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 | |
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Low | Low priority - evaluated last |
BelowNormal | Below normal priority |
Normal | Normal priority (the default) |
AboveNormal | Above normal priority |
High | High priority - evaluated first |
Database reset options used by DatabaseManager.Reset.
Enumerator | |
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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 |
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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 | |
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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 |
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Data types used by the Field class.
Enumerator | |
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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 |
|
strong |
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. |
|
strong |
Quest state is a bit-flag enum that indicates the state of a quest.
This enum is used by the QuestLog class.
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:
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 |
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. |
|
strong |
delegate void PixelCrushers.DialogueSystem.AcceptedTextDelegate | ( | string | text | ) |
This delegate is called when the player accepts the input.
delegate string PixelCrushers.DialogueSystem.CurrentQuestEntryStateDelegate | ( | string | quest, |
int | entryNumber | ||
) |
delegate string PixelCrushers.DialogueSystem.CurrentQuestStateDelegate | ( | string | quest | ) |
delegate void PixelCrushers.DialogueSystem.DeselectedUsableObjectDelegate | ( | Usable | usable | ) |
This delegate is called when a selector un-targets a usable object.
delegate void PixelCrushers.DialogueSystem.DialogueEntrySpokenDelegate | ( | Subtitle | subtitle | ) |
delegate string PixelCrushers.DialogueSystem.GetCustomSaveDataDelegate | ( | ) |
delegate bool PixelCrushers.DialogueSystem.GetInputButtonDownDelegate | ( | string | buttonName | ) |
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.
delegate void PixelCrushers.DialogueSystem.LuaChangedDelegate | ( | LuaWatchItem | luaWatchItem, |
Lua.Result | newValue | ||
) |
Lua expression changed delegate.
delegate void PixelCrushers.DialogueSystem.SelectedUsableObjectDelegate | ( | Usable | usable | ) |
This delegate is called when a selector targets a usable object.
Example uses:
delegate void PixelCrushers.DialogueSystem.SetQuestEntryStateDelegate | ( | string | quest, |
int | entryNumber, | ||
string | state | ||
) |
delegate void PixelCrushers.DialogueSystem.SetQuestStateDelegate | ( | string | quest, |
string | state | ||
) |
delegate QuestState PixelCrushers.DialogueSystem.StringToQuestStateDelegate | ( | string | s | ) |