►NAC | |
CActionDialogueSystemAlert | This custom Adventure Creator action shows a gameplay alert through the Dialogue System's dialogue UI |
CActionDialogueSystemBark | This custom Adventure Creator action plays a Dialogue System bark |
CActionDialogueSystemCheckConversationActive | This custom action does a checks the result of a Lua expression in the Dialogue System |
CActionDialogueSystemConversation | This custom Adventure Creator action plays a Dialogue System conversation |
CActionDialogueSystemGetRelationship | This custom Adventure Creator action runs the Lua function GetRelationship(Actor1, Actor2, Relationship) |
CActionDialogueSystemGetStatus | This custom Adventure Creator action runs the Lua function GetStatus(Asset1, Asset2) |
CActionDialogueSystemLua | This custom Adventure Creator action runs Lua code in the Dialogue System's Lua environment |
CActionDialogueSystemPause | This custom Adventure Creator action pauses or unpauses the Dialogue System |
CActionDialogueSystemQuestCheck | This custom action checks the state of a quest in the Dialogue System |
CActionDialogueSystemQuestLogWindow | This custom Adventure Creator action shows or hides the quest log window |
CActionDialogueSystemQuestSet | This custom Adventure Creator action sets a quest or quest entry state |
CActionDialogueSystemRefocusResponseMenu | This custom Adventure Creator action refocuses the dialogue UI's response menu if it's active |
CActionDialogueSystemRestoreData | This custom Adventure Creator action restores the Dialogue System's data that was previously saved in an Adventure Creator global variable with the Dialogue System Save Data action |
CActionDialogueSystemSaveData | This custom Adventure Creator action saves the Dialogue System's data in an Adventure Creator global variable |
CActionDialogueSystemSequencerMessage | This custom Adventure Creator sends a message to the Dialogue System sequencer |
CActionDialogueSystemSetRelationship | This custom Adventure Creator action runs the Lua function SetStatus() |
CActionDialogueSystemSetStatus | This custom Adventure Creator action runs the Lua function SetStatus() |
CActionDialogueSystemSyncLua | This custom Adventure Creator action calls AdventureCreatorBridge.SyncAdventureCreatorToLua or SyncLuaToAdventureCreator |
CActionDialogueSystemVarCheck | This custom action checks the result of a Lua expression in the Dialogue System |
CLuaVarChangeWatcher | This is an action list triggered by a change in a Dialogue System Lua variable |
CLuaVarChangeWatcherEditor | |
►NDevionGames | |
CLoadSceneWithSaveSystem | |
►NLanguage | |
►NLua | |
►NLibrary | |
CBaseLib | |
CFileLib | |
CIOLib | |
CMathLib | |
COSLib | |
CStringLib | |
CTableLib | |
CAccess | |
CArgs | |
CAssignment | |
CBaseExpr | |
CBoolLiteral | |
CBreakStmt | |
CChunk | |
CDoStmt | |
CElseifBlock | |
CExpr | |
CExprStmt | |
CField | |
CForInStmt | |
CForStmt | |
CFunction | |
CFunctionBody | |
CFunctionCall | |
CFunctionName | |
CFunctionValue | |
CGroupExpr | |
CIfStmt | |
CItemValue | |
CKeyAccess | |
CKeyValue | |
CLocalFunc | |
CLocalVar | |
CLuaBoolean | |
CLuaError | |
CLuaFunction | |
CLuaFunctionCallException | |
CLuaInterpreter | |
CLuaInterpreterExtensions | |
CLuaMethodFunction | [PixelCrushers] This class wraps the Lua Interpreter's LuaFunction around a C# style method identified by its MethodInfo |
CLuaMultiValue | |
CLuaNil | |
CLuaNumber | |
CLuaString | |
CLuaTable | |
CLuaUserdata | |
CLuaValue | |
CMethodCall | |
CNameAccess | |
CNameValue | |
CNilLiteral | |
CNumberLiteral | |
COperation | Represent Unary or Binary Operation, for Unary Operation the LeftOperand is not used |
COperatorExpr | |
COperTable | |
CParamList | |
CParser | |
CParserInput | |
CPrimaryExpr | |
CRepeatStmt | |
CReturnStmt | |
CStatement | |
CStringLiteral | |
CTableConstructor | |
CTerm | |
CTextInput | |
CTuple | Implements the Tuple classes missing from Monodevelop's .NET implementation |
CVar | |
CVariableArg | |
CVarName | |
CWhileStmt | |
►NMakinom | |
►NSchematics | |
►NNodes | |
CBarkNode | This node starts a Dialogue System bark |
CCheckConversationActiveNode | Checks if a conversation is active right now |
CLuaNode | This node runs Lua code in the Dialogue System's Lua environment |
CPlaySequenceNode | This node plays a Dialogue System sequence |
CShowAlertNode | This node shows a Dialogue System alert message |
CStartConversationNode | This node starts a Dialogue System conversation |
CConversationData | Conversation data for the Dialogue System's conversation schematic nodes |
►NOpsive | |
►NUltimateCharacterController | |
►NCharacter | |
►NAbilities | |
►CConverse | The Converse ability runs when a character is the primary actor or conversant in an active conversation |
CConversingStateNames | |
►NPixelCrushers | |
►NDialogueSystem | |
►NAdventureCreatorSupport | |
►CAdventureCreatorBridge | This component synchronizes Adventure Creator data with Dialogue System data |
CSyncSettings | |
CAdventureCreatorBridgeEditor | |
CDSData | |
CFitUIToAspectRatio | Fits a fullscreen Unity UI panel into AC's aspect ratio |
CRememberDialogueSystem | This script ties into AC's save system |
CShowGameState | This is a tiny utility script to show AC's current game state |
►NArcweaveSupport | |
CArcweaveImportWindowDisabled | |
►NARPGSupport | |
CActionRPGKitMenuItems | |
CARPGBridge | This provides a data bridge between ARPG and the Dialogue System |
CDisableCheckKey | Disables the "[E] check" key for ShopC and QuestTriggerC by sending fake "OnTriggerExit" messages to them |
CDSGameOverC | |
►CDSSaveLoad | This runs on top of ARPG's SaveLoad |
CData | |
CDSTeleporter | Replaces ARPG's teleporter to also tie in the Dialogue System |
CPauseARPGCameraOnConversation | Pauses ARPG camera control during conversations |
CPersistentPlayerSpawner | NOTE: THIS SCRIPT IS NO LONGER USED |
CSetCursorOnStart | Shows or hides the mouse cursor on start |
CStopPlayerMecanimOnConversation | Stops ARPG's player mecanim on conversations |
►NArticy | |
►NArticy_4_0 | |
CAllowedCategory | |
CAllowedTemplate | |
CApplicationDefinitionType | |
CAssetType | |
CBooleanPropertyDefinitionType | |
CBooleanPropertyType | |
CCircleType | |
CCommentType | |
CConditionType | |
CConnectionRefType | |
CConnectionType | |
CContentType | |
CCoordinatesType | |
CDialogueFragmentType | |
CDialogueType | |
CDocumentType | |
CEntityType | |
CEnumerationPropertyDefinitionType | |
CEnumerationValuesDefinitionType | |
CEnumPropertyType | |
CEnumValueType | |
CErrorEntryType | |
CExportErrorsType | |
CExportType | |
CExternalApplicationsType | |
CFeatureDefinitionRefType | |
CFeatureDefinitionsType | |
CFeatureDefinitionType | |
CFeaturesType | |
CFeatureType | |
CFillType | |
CFlowFragmentType | |
CFlowSettingsType | |
CHierarchyType | |
CHubType | |
CInstructionType | |
CJourneyMethodReturnValuesType | |
CJourneyMethodReturnValueType | |
CJourneyPointSettingsType | |
CJourneyPointsType | |
CJourneyPointType | |
CJourneyRefType | |
CJourneySettingsType | |
CJourneyType | |
CJourneyVariable | |
CJumpType | |
CLanguageSetupType | |
CLanguageType | |
CLayerFolderType | |
CLinkStyleType | |
CLinkType | |
CLocalizableTextPropertyType | |
CLocalizableTextType | |
CLocalizedStringType | |
CLocationAnchorsType | |
CLocationAnchorType | |
CLocationImageType | |
CLocationSettingsType | |
CLocationTextType | |
CLocationType | |
CNamedReferenceType | |
CNodeType | |
CNumberPropertyDefinitionType | |
CNumberPropertyType | |
CObjectTemplateDefinitionType | |
CObjectType | |
CObjectTypes | |
COutlineType | |
CPathType | |
CPinsType | |
CPinType | |
CPointType | |
CPreviewImageType | |
CProjectSettingsType | |
CProjectType | |
CPropertiesType | |
CPropertyDefinitionRefType | |
CPropertyDefinitionsType | |
CQueryReferenceStripPropertyDefinitionType | |
CRectangleType | |
CReferenceSlotPropertyDefinitionType | |
CReferenceSlotPropertyType | |
CReferenceStripPropertyDefinitionType | |
CReferenceStripPropertyType | |
CReferencesType | |
CReferenceType | |
CScriptPropertyDefinitionType | |
CSettingsType | |
CSizeType | |
CSpotStyleType | |
CSpotType | |
CStringPropertyType | |
CSystemFolderType | |
CTextObjectType | |
CTextPropertyDefinitionType | |
CTextPropertyDefinitionValueType | |
CTransformationType | |
CUserFolderType | |
CVariableSetType | |
CVariablesType | |
CVariableType | |
CVariableValuesListType | |
CVerticesType | |
CZoneType | |
CArticyConverterWindowDisabled | |
►NAurora | |
CAuroraConverterWindowDisabled | |
►NBehaviorDesignerSupport | |
CBehaviorTreeLuaBridge | This script synchronizes a behavior tree's shared variables with the Dialogue System's Lua environment |
►NBoltSupport | |
CDialogueSystemBoltCustomEvents | Handles Dialogue System messages as Bolt custom events |
CDialogueSystemBoltLua | Registers Lua functions for sending custom events to Bolt |
►NChatMapper | |
CActor | Defines a Chat Mapper Actor |
CAssets | Contains all chat mapper elements (e.g., actors, locations, dialogue entries, etc) |
CChatMapperProject | Defines an XML-serializable Chat Mapper project |
CChatMapperUtility | To allow for platform-dependent compilation, these methods have been moved out of ChatMapperProject.cs, which is precompiled into a DLL |
CConversation | Defines a Chat Mapper Conversation |
CDialogEntry | Defines a Chat Mapper DialogEntry |
CField | Defines a Chat Mapper field |
CItem | Defines a Chat Mapper Item |
CLink | Defines a Chat Mapper Link |
CLocation | Defines a Chat Mapper Location |
CUserVariable | Defines a Chat Mapper user variable |
►NCinemaDirector | |
CBarkEvent | Bark event for Cinema Director |
CLuaEvent | Bark event for Cinema Director |
CShowAlertEvent | Show Alert event for Cinema Director |
CStartConversationEvent | Start Conversation event for Cinema Director |
CStopConversationEvent | Stop Conversation event for Cinema Director |
►NCoreGameKitSupport | |
CCoreGameKitLuaBridge | This component synchronizes Core GameKit's level settings and world variables with the Dialogue System's Lua environment |
CLuaToWorldVariableListener | This component listens for changes to the Lua variables associated with world variables |
CWorldVariableToLuaListener | This component, which is a subclass of CoreGameKit's WorldVariableListener, listens for changes to a world variable |
►NCorgiEngineSupport | |
CConversationZone | Add this class to an empty GameObject |
CDialogueSystemCorgiEventListener | Adds option to integrate Dialogue System saving with Corgi SaveLoadManager |
CMatchCharacterDirection | Add to a UI child of a character (such as ConversationZone) to make it match the character's direction regardless of whether the character flips using scale or rotation |
►NDeftlySupport | |
CDeftlyDialogueSubject | Add this to subjects that can engage in conversations to pause control during conversations |
CDeftlyFloatingTextBarkUI | This bark UI style uses Deftly's floating text |
CDeftlyLuaFunctions | Add to the Dialogue Manager |
CDeftlySubjectUnityEvents | Add to a Subject |
►NDemo | |
►NWrappers | |
CDemoMenu | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CDieOnTakeDamage | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CNavigateOnMouseClick | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CSimpleController | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CSmoothCameraWithBumper | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CDemoMenu | This script provides a rudimentary main menu for the Dialogue System's Demo |
CDieOnTakeDamage | This is a very simple example script that destroys a GameObject if it receives the message "TakeDamage(float)" or "Damage(float)" |
CNavigateOnMouseClick | Navigates to the place where the player mouse clicks |
CSimpleController | This component implements a very simple third person shooter-style controller |
CSmoothCameraWithBumper | |
►NDevionInventorySupport | |
CDevionInventoryLua | |
►NDialogueEditor | |
CAssetFoldouts | |
CDialogueEditorPrefs | |
CDialogueEditorVariableView | Handles the variables list view in the Dialogue Editor window and the separate Variable View window |
►CDialogueEditorWindow | This part of the Dialogue Editor window handles conversation templates |
CAltagramResponse | |
CDatabaseStats | |
CMultinodeSelection | |
CWatch | |
CEditorZoomArea | |
CRectExtensions | |
CToolbar | This part of the Dialogue Editor window handles the toolbar at the top of the window |
CVariableViewWindow | This utility window acts like a subset of the Dialogue Editor that shows only variables |
►NExamples | |
CplyGameFeatureDemo | This script provides a rudimentary main menu for the plyGame version of the Feature Demo |
►NFaceFXSupport | |
CFaceFXControllerScript | |
►CFaceFXControllerScriptGUI | |
CBoneTransform | |
CFaceFXPlayer | FaceFXPlayer provides a simplified interface to Doug Perkowski's FaceFXControllerScript |
►NI2Support | |
CDialogueSystemUseI2Language | Sets the Dialogue System's language to match I2 Localization's language |
CDialogueSystemUseI2LanguageEditor | |
CDialogueSystemUseI2RTLFix | If using Right-To-Left (RTL) languages, add this script to the Dialogue Manager to make subtitles and response menus apply I2's RTL fix |
CDSToI2Prefs | Holds the DS To I2 window's current prefs, which are saved into EditorPrefs between editor sessions |
CDSToI2Window | Editor window to copy fields between a Dialogue System dialogue database and/or localized text table and I2 Localization |
CFieldSelectionDictionary | |
CFoldoutInfo | |
►NInkSupport | |
CBarkInkOnIdle | |
CBarkInkOnIdleEditor | |
CDialogueSystemInkIntegration | Integrates Ink with the Dialogue System |
CDialogueSystemInkTrigger | |
CDialogueSystemInkTriggerEditor | |
CInkEditorUtility | |
CInkEntrypoint | |
CInkEntrypointAttribute | |
CInkEntrypointDrawer | |
CInkSaver | Saver script for the Dialogue System's Ink integration |
CInkSaverData | |
►NInventoryEngineSupport | |
CDialogueSystemInventoryEngineMethods | Updates the quest tracker HUD and invokes a UnityEvent when an Inventory's content changes |
CDialogueSystemInventoryEventListener | Updates the quest tracker HUD and invokes a UnityEvent when an Inventory's content changes |
CInventoryEngineLua | Adds Lua functions to work with Inventory Engine |
CLocalizeInventoryDetails | This subclass of Inventory Engine's InventoryDetails component runs all text through Dialogue System localization |
CPersistentInventory | Includes an Inventory in persistent data |
►NKGFMapSystem | |
CKGFMapIcons | This component maintains a list of map icons |
►NLipSyncSupport | |
CLipSyncDialogueTextExporter | |
►NLookAnimatorSupport | |
CLookAnimatorDialogueActor | |
►NMakinomSupport | |
CDialogueSystemMakinomBridge | This class provides a bridge between the Dialogue System and Makinom |
CMakinomNodeTools | |
►NNGUISupport | |
CNGUIAlertControls | NGUI controls for NGUIDialogueUI's alert message |
CNGUIBarkUI | Implements IBarkUI using NGUI to show bark text above a character's head |
CNGUIButtonKeyTrigger | This script adds a key or button trigger to a an NGUI UIButton |
CNGUIContinueButtonFastForward | Adds fast forward control to continue buttons |
CNGUIDialogueBarkUI | This works just like NGUIDialogueUI except it uses the speaker's bark UI instead of the dialogue UI labels |
CNGUIDialogueControls | Contains all dialogue (conversation) controls for an NGUI Dialogue UI |
CNGUIDialogueUI | This component implements IDialogueUI using Tasharen Entertainment's NGUI |
CNGUIDialogueUIControls | Static utility class for NGUIDialogueUI |
CNGUIFollowTarget | Keeps a game object positioned over the "head" of another game object |
CNGUIHUDTextBarkUI | Implements IBarkUI using NGUI HUDText to show bark text above a character's head |
CNGUIQTEControls | NGUI Quick Time Event (QTE) indicator controls |
CNGUIQuestGroupTemplate | This component hooks up the elements of an NGUI quest group template |
CNGUIQuestLogWindow | This is an implementation of the abstract QuestLogWindow class for NGUI |
CNGUIQuestTemplate | This component hooks up the elements of an NGUI quest template |
CNGUIQuestTitle | This holds a quest title |
CNGUIQuestTracker | When you attach this script to the Dialogue Manager object (or a child), it will display tracked quests using NGUI |
CNGUIQuestTrackTemplate | This component hooks up the elements of an NGUI quest track template, which is used by the NGUI Quest Tracker |
CNGUIResponseButton | An NGUI response button for use with NGUIDialogueUIControls |
CNGUIResponseMenuControls | Response menu controls for NGUIDialogueUI |
CNGUISelectorDisplay | Replaces the Selector/ProximitySelector's OnGUI method with a method that enables or disables an NGUI UILabel and optional main control widget |
CNGUISubtitleControls | Subtitle NGUI controls for NGUIDialogueUI |
CNGUITextFieldUI | NGUI text field UI implementation |
CNGUITimer | |
CNGUIUIRoot | NGUI UIRoot wrapper for AbstractUIRoot |
CUIBarkRoot | To use NGUI barks, you must add one copy of this component to a game object in an NGUI UI |
►NOpsiveUCCSupport | |
CDialogueSystemTriggerInteractableTarget | This is a Dialogue System Trigger that serves as a UCC Interactable target |
CUCCLua | Adds Lua functions to the Dialogue System that control Opsive UCC characters |
►NPlayMaker | |
CAddDialogueDatabase | |
CAddQuest | |
CAddQuestEntry | |
CApplyPersistentData | |
CApplySavegameData | |
CBark | |
CCustomActionEditorBark | |
CCustomActionEditorDoesConversationHaveValidEntries | |
CCustomActionEditorRunLua | |
CCustomActionEditorStartConversation | |
CDecRelationship | |
CDeleteQuest | |
►CDialogueSystemEventsToPlayMaker | This component sends Dialogue System events to PlayMaker FSMs |
CEventData | |
CDialogueSystemPlayMakerLua | This component adds Lua functions to work with PlayMaker |
CDialogueSystemPlayMakerTools | Utility functions for Dialogue System PlayMaker integration |
CDoesConversationHaveValidEntries | |
CGetActorName | |
CGetAllLuaElements | |
CGetCurrentConversationInfo | |
CGetLastConversationEnded | |
CGetLastConversationStarted | |
CGetLocalizedText | |
CGetLuaField | |
CGetPortraitImage | |
CGetQuestAbandonSequence | |
CGetQuestCount | |
CGetQuestDescription | |
CGetQuestEntry | |
CGetQuestEntryCount | |
CGetQuestEntryState | |
CGetQuestState | |
CGetRelationship | |
CGetStatus | |
CGetVariable | |
CGetVariableType | |
CIncRelationship | |
CIsConversationActive | |
CIsQuestAbandonable | |
CIsQuestTrackingEnabled | |
CIsSequencePlaying | |
CJumpToEntry | |
CLevelWillBeUnloaded | |
CLoadGame | |
CLoadLevel | |
CPause | |
CPlayMakerDialogueSystemCategoryIcon | |
CPlayMakerTools | |
CPreloadDialogueUI | |
CPreloadMasterDatabase | |
CRecordPersistentData | |
CRecordSavegameData | |
CRemoveDialogueDatabase | |
CResetDialogueDatabase | |
CResetPersistentData | |
CRunLua | |
CSaveGame | |
CSelectResponse | |
CSendSequencerMessage | |
CSetDefaultDialogueDatabase | |
CSetDialogueActorPanel | |
CSetDialogueUI | |
CSetLanguage | |
CSetLuaField | |
CSetPortrait | |
CSetQuestEntryState | |
CSetQuestState | |
CSetQuestTracking | |
CSetRelationship | |
CSetStatus | |
CSetVariable | |
CShowAlert | |
CStartConversation | |
CStartSequence | |
CStopConversation | |
CStopSequence | |
CSyncBool | |
CSyncBoolArray | |
CSyncFloat | |
CSyncGameObject | |
CSyncGameObjectArray | |
CSyncInt | |
CSyncIntArray | |
CSyncQuaternionArray | |
CSyncString | |
CSyncStringArray | |
CSyncVector3 | |
CSyncVector3Array | |
CUnpause | |
CUpdateResponses | |
►NplyGame | |
CAddDialogueDatabase_plyBlock | |
CAddQuest_plyBlock | |
CAddQuestEntry_plyBlock | |
CBark_plyBlock | |
CConversationController | This component attempts to disable standard plyGame camera and character control components during conversations, to prevent the player from walking away from the conversation or moving the camera while the conversation is attempting to move it |
CDecRelationship_plyBlock | |
CDeleteQuest_plyBlock | |
CDialogueDatabase_Value | |
CDoesConversationHaveValidEntries_plyBlock | |
CEventHandler_DialogueSystem | This script handles the standard Dialogue System events: OnConversationStart, OnConversationEnd, etc |
CEventHandler_OnUse_DialogueSystem | This script handles the "OnUse" event that the Dialogue System's Selector and ProximitySelector components can send to Usable objects |
CGetLocalizedText_plyBlock | |
CGetLuaField_plyBlock | |
CGetLuaVariable_plyBlock | |
CGetQuestAbandonSequence_plyBlock | |
CGetQuestDescription_plyBlock | |
CGetQuestEntry_plyBlock | |
CGetQuestEntryCount_plyBlock | |
CGetQuestEntryState_plyBlock | |
CGetQuestState_plyBlock | |
CGetRelationship_plyBlock | |
CGetStatus_plyBlock | |
CIncRelationship_plyBlock | |
CIsConversationActive_plyBlock | |
CIsQuestAbandonable_plyBlock | |
CIsQuestTrackingEnabled_plyBlock | |
CIsSequencePlaying_plyBlock | |
CLevelWillBeUnloaded_plyBlock | |
CLocalizedTextTable_Value | |
CLuaTableTools | |
COnBarkEndEvent | |
COnBarkStartEvent | |
COnConversationCancelledEvent | |
COnConversationEndEvent | |
COnConversationLineCancelledEvent | |
COnConversationLineEvent | |
COnConversationStartEvent | |
COnConversationTimeoutEvent | |
COnSequenceEndEvent | |
COnSequenceStartEvent | |
COnUseEvent | |
CPersistableDialogueManager | This script implements plyGame's IPersistable interface to enable saving and loading of Dialogue System data |
CplyGameBridge | This script provides a bridge between plyGame data and the Dialogue System's Lua environment |
CPreloadDialogueUI_plyBlock | |
CPreloadMasterDatabase_plyBlock | |
CQuestState_Value | |
CRemoveDialogueDatabase_plyBlock | |
CResetMasterDatabase_plyBlock | |
CRunAndGetLua_plyBlock | |
CRunLua_plyBlock | |
CSequencer_Value | |
CSequencerMessage_plyBlock | |
CSetDefaultDatabase_plyBlock | |
CSetLanguage_plyBlock | |
CSetLuaField_plyBlock | |
CSetLuaVariable_plyBlock | |
CSetPortrait_plyBlock | |
CSetQuestDescription_plyBlock | |
CSetQuestEntryDescription_plyBlock | |
CSetQuestState_plyBlock | |
CSetQuestTracking_plyBlock | |
CSetRelationship_plyBlock | |
CSetStatus_plyBlock | |
CShowAlert_plyBlock | |
CStartAndGetSequence_plyBlock | |
CStartConversation_plyBlock | |
CStartSequence_plyBlock | |
CStopConversation_plyBlock | |
CStopSequence_plyBlock | |
CUpdateResponses_plyBlock | |
►NRealisticFPSPrefabSupport | |
►CDialogueSystemOnPickUpItem | This script runs Dialogue System actions when the game object receives a "PickUpItem" message |
CSendMessageAction | |
CFollowFPSPlayer | Makes the PlayerCharacter follow the FPSPlayer during sequences in conversations |
CFPSLuaBridge | This component synchronizes data between the Realistic FPS Prefab player and the Dialogue System's Lua environment |
CFPSQuestLogWindowHotkey | |
CLuaOnDestroy | This script runs Lua code when the game object is destroyed |
CLuaOnPickUpItem | This script runs Lua code when the game object receives a "PickUpItem" message |
CPauseAIOnConversation | Pauses RFPS's AI when an NPC is engaged in a conversation |
CRealisticFPSPrefabMenuItems | This class defines the Realistic FPS Prefab integration menu items in the Dialogue System menu |
CSyncLuaToFPSOnLoadLevel | This component should usually be added to the Dialogue Manager object, not the player object! This is because it needs to persist across level loads |
CUnregisterNPCOnDestroy | If your NPC has a PersistentDestructible, it will be destroyed when you load a saved game in which it's been killed |
►NRewiredSupport | |
CDialogueSystemRewired | This script tells the Dialogue System to use Rewired |
►NRogSupport | |
CPauseRogOnConversation | Add this script to your Rog player prefab to pause Rog during conversations that involve the player |
CPauseRogOnQuestLogWindow | Add this to your quest log window to pause Rog when the quest log window is open |
CQuestItem | This is just an empty Item class that you can use for quest items |
CRogLuaFunctions | Add this script to your Dialogue Manager to add the Rog Lua functions |
►NRPGKitSupport | |
CRPGKitDialogueSystemData | Makes the Dialogue System's data serializable for RPG Kit's save system |
CRPGKitLua | Adds Lua functions to interface with RPG Kit |
CRPGKitPlayerDialogueActor | Replaces DialogueActor on the player GameObjects |
►NSequencerCommands | |
CBaseMasterAudioSequencerCommand | Base master audio sequencer command |
CMasterAudioExample | This script presents a button for each Master Audio sequencer command so you can test their functionality |
CQueuedSequencerCommand | Holds the definition of a sequencer command while it's in the queue |
CSequencerCommand | Base class for Sequencer commands |
CSequencerCommandAC | Implements the Adventure Creator sequencer command AC(actionList[, nowait[, stepNum]]), where: |
CSequencerCommandACCam | Implements the Adventure Creator sequencer command ACCam(on|off|idle|camera, [smoothTime]), where: |
CSequencerCommandACSpeech | Sequencer command ACSpeech(lineID, [nowait], [narrator]) |
CSequencerCommandAnimation | Implements sequencer command: Animation(animation[, gameobject|speaker|listener[, animations...]]) |
CSequencerCommandAnimatorFloat | Implements sequencer command: "AnimatorFloat(animatorParameter[, value[, gameobject|speaker|listener[, duration]]])", which smoothly changes a float parameter on a subject's Animator |
CSequencerCommandAnimatorLayer | Implements sequencer command: "AnimatorLayer(layerIndex[, weight[, subject[, duration]])", which sets the layer weight on a subject's Animator |
CSequencerCommandAnimatorPlayWait | Implements sequencer command: "AnimatorPlayWait(animatorParameter, [gameobject|speaker|listener], [crossfadeDuration], [layer])", which plays a state on a subject's Animator and waits until it's done |
CSequencerCommandARPGAdjustHealth | Sequencer command ARPGAdjustHealth([subject, [amount, [element]]]) |
CSequencerCommandARPGLoadLevel | Adds sequencer command LoadLevel(levelName, spawnPointName) |
CSequencerCommandARPGOpenShop | Sequencer command ARPGOpenShop([subject]) |
CSequencerCommandAudioWait | Implements sequencer command: AudioWait(audioClip[, subject[, audioClips...]]) |
CSequencerCommandAudioWaitOnce | Implements sequencer command: AudioWaitOnce(audioClip[, subject[, audioClips...]]) This command will check for an internal lua variable of the entrytag/audioclip name, and if it exists/is true, the audio will be skipped |
CSequencerCommandAudioWWW | Implements sequencer command: AudioWWW(url,...) |
CSequencerCommandBehavior | Implements the Behavior Designer sequencer command Behavior(subject, start|stop|pause|resume, [group]) |
CSequencerCommandBehaviorVariable | Implements the Behavior Designer sequencer command BehaviorVariable(subject, variableName, value) |
CSequencerCommandBoltEvent | Sequencer command: BoltEvent(eventName, [subject]) |
CSequencerCommandCamera | Implements sequencer command: Camera(angle[, gameobject|speaker|listener[, duration]]) |
CSequencerCommandCinema | Implements sequencer command Cinema(), which plays a Cinema Director cutscene |
CSequencerCommandCoreGameKitAddAttackPoints | Implements the sequencer command CoreGameKitAddAttackPoints(killable, pointsToAdd) |
CSequencerCommandCoreGameKitAddHitPoints | Implements the sequencer command CoreGameKitAddHitPoints(killable, pointsToAdd) |
CSequencerCommandCoreGameKitDespawnKillable | Implements the sequencer command CoreGameKitDespawnKillable(killable) |
CSequencerCommandCoreGameKitDestroyKillable | Implements the sequencer command CoreGameKitDestroyKillable(killable[, scenarioName]) |
CSequencerCommandCoreGameKitEndWave | Implements the sequencer command CoreGameKitEndWave() |
CSequencerCommandCoreGameKitFireCustomEvent | Implements the sequencer command CoreGameKitFireCustomEvent(customEventName[, origin]) |
CSequencerCommandCoreGameKitGameOver | Implements the sequencer command CoreGameKitGameOver() |
CSequencerCommandCoreGameKitGotoWave | Implements the sequencer command CoreGameKitGotoWave(levelNumber, waveNumber) |
CSequencerCommandCoreGameKitPauseWave | Implements the sequencer command CoreGameKitPauseWave() |
CSequencerCommandCoreGameKitRestartWave | Implements the sequencer command CoreGameKitRestartWave() |
CSequencerCommandCoreGameKitSynchroSpawn | Implements the sequencer command CoreGameKitSynchroSpawn(spawner, [min], [max]) |
CSequencerCommandCoreGameKitTakeDamage | Implements the sequencer command CoreGameKitTakeDamage(killable, damagePoints) |
CSequencerCommandCoreGameKitTemporaryInvincibility | Implements the sequencer command CoreGameKitTemporaryInvincibility(killable, seconds) |
CSequencerCommandCoreGameKitUnpauseWave | Implements the sequencer command CoreGameKitUnpauseWave() |
CSequencerCommandDelay | Implements sequencer command: Delay(seconds) NOTE: This command is now implemented directly in Sequencer |
CSequencerCommanddgUseTrigger | Sequencer command: dgUseTrigger(subject) |
CSequencerCommandEmote | Sequencer command Emote(emoteName, [on|off], [oneway|roundtrip], [duration], [subject], [nowait]) |
CSequencerCommandEyeControl | EyeControl() sequencer command for Rogo Digital's LipSync |
CSequencerCommandEyesAffinity | Sequencer command EyesAffinity([on|off], [percentage], [timerMin], [timerMax], [subject]) |
CSequencerCommandEyesBlink | Sequencer command EyesBlink([durationOn], [durationHold], [durationOff], [subject], [nowait]) |
CSequencerCommandEyesLook | Sequencer command EyesLook([target], [subject]) |
CSequencerCommandEyesRandom | Sequencer command EyesRandom([head], [eye], [blink], [subject]) |
CSequencerCommandFace | Syntax: Face([target], [subject]) |
CSequencerCommandFaceFX | This script adds the sequencer command FaceFX(animation, audio[, subject]) |
CSequencerCommandFade | Implements sequencer command: "Fade(in|out, [, duration[, webcolor]])" |
CSequencerCommandFSMEvent | Implements sequencer command FSMEvent(event, [subject, [fsm]]) |
CSequencerCommandGameFlow | Sequencer command GameFlow(subject, [programID], [nowait]) |
CSequencerCommandKGFMapIcon | This adds the sequencer command KGFMapIcon(iconName, subject) to set the subject's icon |
CSequencerCommandLipSync | LipSync() sequencer command for Rogo Digital's LipSync |
CSequencerCommandLiveCamera | Implements sequencer command: LiveCamera(angle[, gameobject|speaker|listener[, duration]]) |
CSequencerCommandLoadLevel | This script implements the sequencer command LoadLevel(levelName, [spawnpoint], [additive]) |
CSequencerCommandLookAnimator | |
CSequencerCommandLookAt | Implements sequencer command: "LookAt(target, [, subject[, duration[, allAxes]]])", which rotates the subject to face the target |
CSequencerCommandMAAddToDucking | Sequencer command MAAddToDucking(soundGroupName, riseVolumeStart, [duckedVolMult], [unduckTime]) |
CSequencerCommandMAChangePlaylist | Sequencer command MAChangePlaylist(playlistName, [playlistControllerName]) |
CSequencerCommandMADisableDucking | Sequencer command MADisableDucking() |
CSequencerCommandMAEnableDucking | Sequencer command MAEnableDucking() |
CSequencerCommandMAFadeBus | Sequencer command MAFadeBus(busName, targetVolume, fadeTime) |
CSequencerCommandMAFadeGroup | Sequencer command MAFadeGroup(soundGroupName, targetVolume, fadeTime) |
CSequencerCommandMAFadeOutAllOfSound | Sequencer command MAFadeOutAllOfSound(soundGroupName, fadeTime) |
CSequencerCommandMAFadePlaylist | Sequencer command MAFadePlaylist(targetVolume, fadeTime, [playlistControllerName]) |
CSequencerCommandMAFireCustomEvent | Sequencer command MAFireCustomEvent(customEventName[, origin]) |
CSequencerCommandMAMuteBus | Sequencer command MAMuteBus(busName) |
CSequencerCommandMAMuteEverything | Sequencer command MAMuteEverything() |
CSequencerCommandMAMuteGroup | Sequencer command MAMuteGroup(soundGroupName) |
CSequencerCommandMAMutePlaylist | Sequencer command MAMutePlaylist([playlistControllerName]) |
CSequencerCommandMANextPlaylistClip | Sequencer command MANextPlaylistClip([playlistControllerName]) |
CSequencerCommandMAPauseBus | Sequencer command MAPauseBus(busName) |
CSequencerCommandMAPauseEverything | Sequencer command MAPauseEverything() |
CSequencerCommandMAPauseGroup | Sequencer command MAPauseGroup(soundGroupName) |
CSequencerCommandMAPauseMixer | Sequencer command MAPauseMixer() |
CSequencerCommandMAPausePlaylist | Sequencer command MAPausePlaylist([playlistControllerName]) |
CSequencerCommandMAPlaylistClip | Sequencer command MAPlaylistClip(clip, [playlistControllerName]) |
CSequencerCommandMAPlaySound | Sequencer command MAPlaySound(group, variation, volume, pitch, wait, subject, follow) |
CSequencerCommandMARandomPlaylistClip | Sequencer command MARandomPlaylistClip([playlistControllerName]) |
CSequencerCommandMARemoveFromDucking | Sequencer command MARemoveFromDucking(soundGroupName) |
CSequencerCommandMAResumePlaylist | Sequencer command MAResumePlaylist([playlistControllerName]) |
CSequencerCommandMASetBusVolume | Sequencer command MASetBusVolume(busName, targetVolume) |
CSequencerCommandMASetGroupVolume | Sequencer command MASetGroupVolume(soundGroupName, volume) |
CSequencerCommandMASetMasterVolume | Sequencer command MASetMasterVolume(volume) |
CSequencerCommandMASetPlaylistVolume | Sequencer command MASetPlaylistVolume(volume) |
CSequencerCommandMASoloBus | Sequencer command MASoloBus(busName) |
CSequencerCommandMASoloGroup | Sequencer command MASoloGroup(soundGroupName) |
CSequencerCommandMAStopAllOfSound | Sequencer command MAStopAllOfSound(soundGroupName) |
CSequencerCommandMAStopBus | Sequencer command MAStopBus(busName) |
CSequencerCommandMAStopEverything | Sequencer command MAStopEverything() |
CSequencerCommandMAStopMixer | Sequencer command MAStopMixer() |
CSequencerCommandMAStopPlaylist | Sequencer command MAStopPlaylist([playlistControllerName]) |
CSequencerCommandMAStopTransformSound | Sequencer command MAStopTransformSound(subject, soundGroupName) |
CSequencerCommandMAUnmuteBus | Sequencer command MAUnmuteBus(busName) |
CSequencerCommandMAUnmuteEverything | Sequencer command MAUnmuteEverything() |
CSequencerCommandMAUnmuteGroup | Sequencer command MAUnmuteGroup(soundGroupName) |
CSequencerCommandMAUnmutePlaylist | Sequencer command MAUnmutePlaylist([playlistControllerName]) |
CSequencerCommandMAUnpauseBus | Sequencer command MAUnpauseBus(busName) |
CSequencerCommandMAUnpauseEverything | Sequencer command MAUnpauseEverything() |
CSequencerCommandMAUnpauseGroup | Sequencer command MAUnpauseGroup(soundGroupName) |
CSequencerCommandMAUnpauseMixer | Sequencer command MAUnpauseMixer() |
CSequencerCommandMAUnsoloBus | Sequencer command MAUnsoloBus(busName) |
CSequencerCommandMAUnsoloGroup | Sequencer command MAUnsoloGroup(soundGroupName) |
CSequencerCommandMAVariationChangePitch | Sequencer command MAVariationChangePitch(soundGroupName, variationName, pitch) |
CSequencerCommandMoveTo | Implements sequencer command: "MoveTo(target, [, subject[, duration]])", which matches the subject to the target's position and rotation |
CSequencerCommandPermitAbility | Syntax: PermitAbility(ability, true|false, [subject]) |
CSequencerCommandQTE | Implements sequencer command: "QTE(index, duration, luaVariable, luaValue)", which presents a timed opportunity to perform a Quick Time Event |
CSequencerCommandRTVoiceWait | Sequencer command RTVoiceWait() |
CSequencerCommandSALSA | Sequencer command SALSA(clip, [subject], [audioclips...]) |
CSequencerCommandSetEmotion | SetEmotion() sequencer command for Rogo Digital's LipSync |
CSequencerCommandSLATE | Implements sequencer command SLATE(), which plays a SLATE cutscene |
CSequencerCommandStopTextSync | Sequencer command StopTextSync([subject]) |
CSequencerCommandSwitchCamera | Implements sequencer command: SwitchCamera(cameraName) |
CSequencerCommandTextInput | Implements sequencer command: TextInput(textFieldUI, label, luaVariableName[, maxLength[, clear]]) |
CSequencerCommandTextSync | Syntax: TextSync([subject]) Runs TextSync on a subject using the current subtitle's text |
CSequencerCommanduccLookAt | Implements sequencer command: "uccLookAt(target, [, subject[, duration[, allAxes]]])", which rotates an Opsive UCC subject to face the target |
CSequencerCommanduSeq | Implements sequencer command uSeq(USSequence), which loads a uSequencer sequence from Resources and plays it |
CSequencerCommandVoice | Implements sequencer command: Voice(audioClip, animation, [finalAnimation], [gameobject|speaker|listener], [crossfadeDuration], [layer]) Works with Animation or Animator components |
CSequencerCommandWaitForMessage | Implements sequencer command: WaitForMessage(message), which waits until it receives OnSequencerMessage(message) for all specified messages |
CSequencerCommandWarp | Syntax: Warp(destination, [subject]) |
CSequencerCommandZoom2D | Implements sequencer command: Zoom2D([gameobject|speaker|listener[, size[, duration]]]) |
►NTextMeshProSupport | |
CLocalizeTextMeshPro | Localizes the text content of a TextMeshPro and/or TextMeshProUGUI component |
COverrideTextMeshProDialogueControls | This component allows actors to override TextMesh Pro dialogue controls |
CTextMeshProAlertControls | Controls for TextMeshProDialogueUI's alert message |
CTextMeshProBarkUI | Implements IBarkUI using TextMeshPro |
►CTextMeshProBarkUIAnimator | Adds animator control to a TextMeshProBarkUI |
CAnimationTransitions | |
CTextMeshProBarkUIFader | Adds a fade in/out effect to TextMeshProBarkUI |
CTextMeshProContinueButtonFastForward | This script replaces the normal continue button functionality with a two-stage process |
CTextMeshProDialogueControls | Contains all dialogue (conversation) controls for a TextMeshPro Dialogue UI |
CTextMeshProDialogueUI | This component implements IDialogueUI using TextMeshPro and Unity UI |
►CTextMeshProQuestLogWindow | This is an implementation of the abstract QuestLogWindow class for Unity UI and TextMeshPro |
CAnimationTransitions | |
CTextMeshProQuestTemplate | This component hooks up the elements of a Unity UI quest template |
CTextMeshProQuestTemplateAlternateDescriptions | |
CTextMeshProQuestTracker | When you attach this script to the Dialogue Manager object (or a child), it will display tracked quests using the new Unity UI and TextMeshPro |
CTextMeshProQuestTrackTemplate | This component hooks up the elements of a TextMeshPro quest track template, which is used by the TextMeshPro Quest Tracker |
CTextMeshProResponseButton | A TextMeshPro/Unity UI response button for use with TextMeshProDialogueControls |
►CTextMeshProResponseMenuControls | Response menu controls for TextMeshProDialogueUI |
CAutonumberSettings | |
►CTextMeshProSelectorDisplay | Replaces the Selector/ProximitySelector's OnGUI method with a method that enables or disables new Unity UI and TextMeshPro controls |
CAnimationTransitions | |
CTextMeshProSelectorElements | Optional component to provide references to selector UI elements |
CTextMeshProSubtitleControls | Subtitle Unity UI controls for TextMeshProDialogueUI |
►CUsableTextMeshPro | Replaces the Selector/ProximitySelector's OnGUI method with a method that enables or disables new Unity UI and TextMeshPro controls |
CAnimationTransitions | |
►NTK2DSupport | |
CTK2DAlertControls | GUI controls for TK2DDialogueUI's alert message |
CTK2DBarkUI | Implements IBarkUI for 2D Toolkit |
CTK2DDialogueControls | Contains all dialogue (conversation) controls for a TK2D Dialogue UI |
CTK2DDialogueTools | Static utility class for TK2D Dialogue UI |
CTK2DDialogueUI | This component implements IDialogueUI using 2D Toolkit |
CTK2DFader | Provides a fade in/out effect for TK2D sprites and text meshes |
CTK2DQTEControls | TK2D Quick Time Event (QTE) indicator controls |
CTK2DResponseButton | A TK2D response button for TK2DDialogueUI |
CTK2DResponseMenuControls | Response menu controls for TK2DDialogueUI |
CTK2DSubtitleControls | Subtitle UI controls for TK2DDialogueUI |
CTK2DTextFieldUI | This is an implementation of ITextFieldUI for TK2D |
CTK2DTimer | Applies a timer effect to a tk2dProgressBar that counts down from 1 to 0 |
CTK2DTypewriterEffect | |
CTK2DUIRoot | TK2D UI root, implemented as a container for a tk2dUILayout |
►NTopDownEngineSupport | |
CAllowUINavigationDuringConversations | Add this script to the Dialogue Manager if you allow the player to open the Inventory Engine UI during conversations |
CDialogueSystemTopDownEventListener | Adds option to integrate Dialogue System saving with TopDown Engine SaveLoadManager |
CPauseTopDownDuringConversations | Pauses TopDown and/or disables player input during conversations |
CUseOnButtonActivated | This is a TopDown ButtonActivated component that invokes OnUse on any Dialogue System triggers |
►NTopdownKitSupport | |
CCommandMenuExtra | This adds a quest log open/close button to Top-Down RPG Starter Kit's command menu |
CDialogueSystemSaveData | Use this script to include Dialogue System data in Top-down RPG Starter Kit's saved games |
CDialogueSystemTopdownKitLua | This script adds these Lua functions for controlling Top-down RPG Starter Kit: |
CDialogueSystemTopdownKitMenuItems | |
CDialogueSystemTopdownKitPlayerBridge | Add this to the player prefab |
►NTwine | |
CTwineImportWindowDisabled | |
►NUFPSSupport | |
CChangeLevelTrigger | This script changes to a different level, saving the Dialogue System's data before changing |
CConnectExampleMenu | Connects the UFPS Mobile RootUI's Options > Menu button to the demo scene's Demo Menu |
CDebugUFPSCursor | Utility script to help debug cursor issues |
CDialogueSystemOnDie | Performs various actions when the GameObject receives the "Die" message |
CFPDontApplyLuaNextLoadLevel | Add this script to your scene to re-tick FPPersistentPlayerData.DontApplyLuaNextLoadLevel |
CFPDontDestroyOnLoad | Marks a GameObject as DontDestroyOnLoad |
CFPFreezePlayer | This component provides methods to freeze and unfreeze the UFPS player |
CFPInteractableDialogue | Derived from vp_Interactable, this component makes the NPC interactable within the UFPS framework |
CFPPersistentPlayerData | This component works with the PersistentDataManager and UFPS to keep track of a UFPS player's position, health, and inventory when saving and loading games |
CFPPlayerLuaBridge | This is a utility component to help synchronize the Dialogue System's Lua environment with the UFPS player |
CFPPlayerLuaBridgeEditor | |
CFPSyncLuaPlayerOnLoadLevel | This component should usually be added to the Dialogue Manager object, not the player object! This is because it needs to persist across level loads |
CPauseUFPS | Use this utility script to freeze and unfreeze the player (and show/hide the cursor), for example when using the Dialogue System Menu Framework |
CUFPSMenuItems | |
►NuMMORPGSupport | |
CDialogueSystem_uMMORPG | |
►CDialogueSystemLootQuestInfo | This component syncs Dialogue System variables with items after the loot window closes |
CItemVariable | |
►NUniStormSupport | |
CUniStormLuaBridge | This component provides Lua functions to access UniStorm |
►NUnityGUI | |
►NWrappers | |
CAudioEffect | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CContinueButtonFastForward | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CFadeEffect | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CFlashEffect | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CGUIButton | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CGUIControl | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CGUIImage | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CGUILabel | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CGUIProgressBar | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CGUIRoot | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CGUIScrollView | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CGUITextField | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CGUIVisibleControl | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CGUIWindow | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CSlideEffect | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CTimerEffect | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CTypewriterEffect | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUnityBarkUI | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUnityBarkUIOnGUI | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUnityDialogueUI | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUnityGUIQuestLogWindow | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUnityTextFieldUI | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CAudioEffect | Applies an audio effect (sound) to a GUI control |
CAutoSize | Specifies a control's auto-size settings |
CContinueButtonFastForward | This script replaces the normal continue button functionality with a two-stage process |
CFadeEffect | Applies a fade effect to a GUI control |
CFit | Specifies how to fit a control in with its siblings |
CFlashEffect | Applies a flash effect to a GUI control, alternating between visible and invisible |
CGUIButton | A GUI control that implements GUI.Button with optional additional textures |
CGUIControl | The basic GUI control, which simply contains child controls |
CGUIEffect | The base abstract class for GUI effect "decorators" that can be added to GUI controls |
CGUIImage | A GUI control that implements GUI.DrawTexture[WithTexCoords] to display a texture |
CGUIImageParams | Parameters for using GUI.DrawTexture[WithTexCoords] |
CGUILabel | A GUI control that implements GUI.Label to display text and/or a texture |
CGUIProgressBar | A GUI control that implements a flexible progress bar |
CGUIRoot | The root of a GUI layout |
CGUIScrollView | A GUI control that implements GUI.ScrollView |
CGUITextField | A GUI control that implements GUI.TextField for text input |
CGUIVisibleControl | A GUI control that contains text |
CGUIWindow | A GUI control that implements GUI.Window, a draggable window |
CImageAnimation | Specifies image animation settings |
CNavigation | Specifies keyboard and/or controller navigation settings |
CScaledRect | Scaled rects allow you to specify resolution-independent rects with a variety of positioning options |
CScaledValue | A scaled value, which is used by ScaledRect |
CSlideEffect | Applies a slide effect to the GUI control, making it slide onscreen from a direction |
CTimerEffect | Applies a timer effect to a GUIProgressBar that counts down from 1 to 0 |
CTypewriterEffect | Applies a typewriter effect to the text of a GUI control |
CUnityAlertControls | GUI controls for UnityDialogueUI's alert message |
CUnityBarkUI | Implements IBarkUI using Unity GUI to show bark text above a character's head |
CUnityBarkUIOnGUI | This is a "child" component created by UnityBarkUI |
CUnityDialogueControls | Contains all dialogue (conversation) controls for a Unity Dialogue UI |
CUnityDialogueUI | This component implements IDialogueUI using Unity GUI |
CUnityDialogueUIControls | Static utility class for Unity GUI Dialogue UI |
►CUnityGUIQuestLogWindow | This is a Unity GUI implementation of QuestLogWindow |
CAbandonControls | |
CUnityGUITools | Static utility class that provides methods for drawing Unity GUI controls |
CUnityQTEControls | Unity QTE indicator controls |
CUnityResponseMenuControls | Response menu controls for UnityDialogueUI |
CUnitySubtitleControls | Subtitle GUI controls for UnityDialogueUI |
CUnityTextFieldUI | This is a Unity GUI implementation of ITextFieldUI |
CUnityUIRoot | Unity UI root, implemented as a container for GUIRoot |
►NuSurvivalSupport | |
CDialogueSystemInteractable | This uSurvival interactable runs a Dialogue System Trigger's OnUse() method when interacted with |
CPlayerDialogueSystemData | Add to your player prefabs |
CuSurvivalLua | Add to the Dialogue Manager |
CuSurvivalSaveLoadDialogueSystem | Add to the Dialogue Manager |
►NWrappers | |
CActorSubtitleColor | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CAlertTrigger | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CAlwaysFaceCamera | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CAnimatedPortrait | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CBarkDialogueUI | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CBarkGroupManager | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CBarkGroupMember | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CBarkOnDialogueEvent | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CBarkOnIdle | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CBarkTrigger | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CBringSubtitlePanelToFrontOnFocus | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CCinemachineCameraPriorityOnDialogueEvent | |
CCommonLibraryLua | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CConditionObserver | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CConversationControl | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CConversationLogger | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CConversationPositionStack | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CConversationStateSaver | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CConversationTrigger | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CCustomLuaFunctionInfo | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CDefaultCameraAngle | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CDialogueActor | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CDialogueDatabase | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CDialogueSystemController | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CDialogueSystemEvents | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CDialogueSystemSaver | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CDialogueSystemSceneEvents | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CDialogueSystemTrigger | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CExtraDatabases | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CGameSaver | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CIncrementOnDestroy | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CLevelManager | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CLocalizedTextTable | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CLocalizeTextMesh | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CLuaConsole | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CLuaOnDialogueEvent | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CLuaTrigger | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
COverrideActorName | OverrideActorName was renamed to DialogueActor |
COverrideDialogueUI | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
COverrideDisplaySettings | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
COverrideUnityUIDialogueControls | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPersistentActiveData | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPersistentActiveDataMultiple | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPersistentDestructible | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPersistentPositionData | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPreloadActorPortraits | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CProximitySelector | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CQuestLogWindowHotkey | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CQuestStateIndicator | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CQuestStateListener | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CQuestTrigger | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CRangeTrigger | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CSelector | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CSelectorFollowTarget | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CSelectorUseStandardUIElements | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CSendMessageOnDialogueEvent | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CSequencerShortcuts | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CSequenceTrigger | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CSetActiveOnDialogueEvent | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CSetAnimationOnDialogueEvent | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CSetAnimatorStateOnDialogueEvent | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CSetComponentEnabledOnDialogueEvent | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CSetEnabledOnDialogueEvent | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CSetQuestStateOnDialogueEvent | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CShowCursorOnConversation | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CSMSDialogueUI | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CStandardBarkUI | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CStandardDialogueUI | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CStandardUIButtonTemplate | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CStandardUIColorText | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CStandardUIContinueButtonFastForward | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CStandardUIFoldoutTemplate | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CStandardUIIgnorePauseCodes | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CStandardUIInputField | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CStandardUIMenuPanel | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CStandardUIQuestLogWindow | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CStandardUIQuestTitleButtonTemplate | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CStandardUIQuestTracker | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CStandardUIQuestTrackTemplate | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CStandardUIResponseButton | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CStandardUISelectorElements | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CStandardUISubtitlePanel | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CStandardUITextTemplate | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CStandardUIToggleTemplate | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CStandardUsableUI | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CStartConversationOnDialogueEvent | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CStartSequenceOnDialogueEvent | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CStopConversationIfTooFar | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CTextlessBarkUI | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CTextMeshProTypewriterEffect | |
CUIButtonKeyTrigger | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUnityUIBarkSubtitleDialogueUI | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUnityUIBarkUI | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUnityUIColorText | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUnityUIContinueButtonFastForward | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUnityUIDialogueUI | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUnityUIIgnorePauseCodes | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUnityUIQuestGroupTemplate | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUnityUIQuestLogWindow | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUnityUIQuestTemplate | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUnityUIQuestTitle | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUnityUIQuestTracker | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUnityUIQuestTrackTemplate | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUnityUIResponseButton | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUnityUIScrollbarEnabler | Enables a scrollbar only if the content is larger than the container |
CUnityUISelectorDisplay | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUnityUISelectorElements | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUnityUITextFieldUI | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUnityUITimer | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUnityUITypewriterEffect | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUsable | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUsableUnityUI | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUseAnimatedPortraits | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►NYarn | |
CYarn2ImporterWindow | |
CYarnConverterWindowDisabled | |
CAbstractBarkUI | This abstract class forms the base for many IBarkUI implementations |
CAbstractConverterWindow | This is a base class for custom converter windows |
CAbstractConverterWindowPrefs | This is the base prefs (converter window settings) class |
CAbstractDialogueUI | This abstract class forms the base for many IDialogueUI implementations |
CAbstractDialogueUIControls | Abstract dialogue user interface controls |
CAbstractTypewriterEffect | This is an abstract base typewriter class |
CAbstractUIAlertControls | Abstract alert message controls |
CAbstractUIControls | Base class for abstract UI controls |
CAbstractUIQTEControls | Abstract QTE controls |
CAbstractUIResponseMenuControls | Abstract response menu controls |
CAbstractUIRoot | Abstract UI root |
CAbstractUISubtitleControls | Abstract subtitle controls |
CAbstractUsableUI | This abstract class forms the base for StandardUsableUI and UsableUnityUI |
CActiveConversationRecord | Keeps track of an active conversation |
►CActOnDialogueEvent | Deprecated by DialogueSystemTrigger |
CAction | The base class for actions that will run at the start or end of dialogue events |
CActor | An actor asset in a DialogueDatabase |
CActorPicker | |
CActorPopupAttribute | Add [ActorPopup] to a string to use a popup of actor names in the inspector |
CActorPopupDrawer | |
CActorSubtitleColor | Uses a specified text color for subtitle lines spoken by the actor |
CAlertTrigger | Deprecated by DialogueSystemTrigger |
CAlertTriggerEditor | |
CAlwaysFaceCamera | |
CAnimatedPortrait | Specifies the animated portrait to use for this actor |
CAsset | The base class of all assets such as actors, conversations, items, locations and variables found in a DialogueDatabase |
CAssetBundleManager | This class manages a list of asset bundles |
CBarkController | BarkController is a static utility class provides a method to make characters bark |
CBarkDialogueUI | This is an implementation of IDialogueUI that uses the participants' bark UIs to run a conversation |
CBarkGroupManager | Manages bark groups specified by BarkGroupMember |
CBarkGroupManagerEditor | Custom editor for BarkGroupManager that shows the current membership of bark group members |
CBarkGroupMember | A member of a bark group |
CBarkHistory | Keeps track of a character's current bark |
►CBarkOnDialogueEvent | Deprecated by DialogueSystemTrigger |
CBarkAction | The parameters for a bark action |
CBarkOnDialogueEventEditor | |
CBarkOnIdle | The Bark On Idle component can be used to make an NPC bark on timed intervals |
CBarkOnIdleEditor | |
CBarkStarter | This is the base class for bark trigger components such as BarkOnIdle and BarkTrigger |
CBarkTrigger | Deprecated by DialogueSystemTrigger |
CBarkTriggerEditor | |
CBitMaskAttribute | 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 LayerMask works |
CBitMaskDrawer | Custom property drawer for bit mask enums |
CBringSubtitlePanelToFrontOnFocus | |
CCameraAngleEditor | This Camera Angle Editor window helps you create camera angle prefabs that you can use with the Sequencer |
CCanvasDialogueUI | This abstract subclass of AbstractDialogueUI is used for dialogue UIs that use a UI Canvas |
CCeltx3ImportWindowDisabled | |
CCeltxImportWindowDisabled | |
CCharacterInfo | Contains information about a conversation participant that the dialogue UI or Sequencer may need |
CCharacterTypeUtility | A static tool class for working with CharacterType |
►CChatMapperConverter | The Chat Mapper Converter editor window converts a Chat Mapper project into a DialogueDatabase asset |
CPrefs | This is the prefs (converter window settings) class |
CChatMapperExporter | This part of the Dialogue Editor window contains the Chat Mapper export code |
CChatMapperToDialogueDatabase | This static utility class converts Chat Mapper projects to dialogue databases |
CCinemachineCameraPriorityOnDialogueEvent | |
CCommonLibraryLua | Adds Lua functions that interface with the Pixel Crushers Common Library |
CCondition | Conditions are used to selectively run actions |
CConditionEditor | This custom editor for Condition uses LuaConditionWizard |
►CConditionObserver | The Condition Observer component evaluates a condition on a set frequency |
CSendMessageAction | |
►CConditionObserverEditor | |
CFoldouts | |
CConditionPriorityUtility | A static tool class for working with ConditionPriority |
CConditionPropertyDrawer | This custom drawer for Condition uses LuaConditionWizard |
CContinueButtonStopTextSyncActor | Subclass of StandardUIContinueButtonFastForward that also stops TextSync |
CConversation | A conversation asset |
CConversationControl | Provides AutoPlay and SkipAll functionality |
CConversationController | Mediates between a ConversationModel (data) and ConversationView (user interface) to run a conversation |
CConversationLogger | When you attach this script to an actor, conversations involving that actor will be logged to the console |
CConversationModel | Handles logic for the data model of a conversation |
CConversationOverrideDisplaySettings | |
CConversationPicker | |
CConversationPopupAttribute | Add [ConversationPopup] to a string show a popup of conversation titles in the inspector |
CConversationPopupDrawer | |
CConversationPositionStack | Adds three Lua functions: |
CConversationStarter | This is the base class for the ConversationOnXXX (e.g., ConversationOnUse) and BarkOnXXX (e.g., BarkOnUse) components |
CConversationState | The current state of a conversation, which can also be thought of as the current position in the dialogue tree |
►CConversationStateSaver | Add this script to your Dialogue Manager to keep track of the current conversation and dialogue entry |
CData | |
CConversationTrigger | Deprecated by DialogueSystemTrigger |
CConversationTriggerEditor | |
CConversationView | Handles the user interaction part of a conversation |
CCSVConverterWindow | This is an example converter that demonstrates how to make a subclass of AbstractConverterWindow to make your own converter for the Dialogue System |
CCSVExporter | This part of the Dialogue Editor window contains the CSV export code |
CCustomFieldType | The abstract base custom field type |
CCustomFieldType_Actor | |
CCustomFieldType_Boolean | |
CCustomFieldType_Files | |
CCustomFieldType_Item | |
CCustomFieldType_Localization | |
CCustomFieldType_Location | |
CCustomFieldType_Number | |
CCustomFieldType_QuestState | |
CCustomFieldType_Text | |
►CCustomFieldTypeService | This class manages custom field types |
CName | Optional attribute |
CCustomLuaFunctionInfo | |
CCustomLuaFunctionInfoRecord | |
CDatabaseManager | Manages a master DialogueDatabase and its data in the global Lua environment |
CDatabaseMerger | This static utility class merges the contents of a dialogue database into another dialogue database |
CDatabaseUtility | This static utility class for working with dialogue databases |
CDefaultCameraAngle | This component allows you specify a camera angle to use when a Camera() sequencer command uses the reserved keyword 'angle' |
CDemoInputRegistration | This class helps the Dialogue System's demo work with the New Input System |
►CDialogueActor | This component allows you to override the actor name used in conversations, which is normally set to the name of the GameObject |
CBarkUISettings | |
CStandardDialogueUISettings | |
CDialogueActorEditor | |
►CDialogueDatabase | A dialogue database asset |
CSyncInfo | |
CDialogueDatabaseEditor | Custom inspector editor for dialogue database assets |
CDialogueDatabaseEditorTools | |
►CDialogueDatabaseLocalizationImporter | Imports CSV files created by Dialogue Editor's Database section > Localization Export/Import |
CLocalizationLanguages | |
CDialogueDebug | A simple static class to keep track of a global debug level setting for Dialogue System log messages |
CDialogueEditorStyles | GUI styles, images, etc., used by the custom editors |
CDialogueEntry | A dialogue entry is a single line of dialogue in a Conversation, with a list of links to possible responses (see Link) |
CDialogueEntryPicker | Utility class to choose a dialogue entry ID using a dropdown menu |
CDialogueEntryPopupAttribute | Add [DialogueEntryPopup] to an int show a popup of dialogue entries in the most recent conversation selection shown in the inspector |
CDialogueEntryPopupDrawer | |
CDialogueEntrySceneEvent | |
CDialogueEventStarter | This is the base class for all deprecated dialogue event trigger components |
CDialogueLua | 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 |
CDialogueManager | A static class that provides a simplified interface to the Dialogue System's core functions |
CDialogueManagerWizard | This wizard sets up the Dialogue Manager object |
CDialogueSystem1xTo2xUpdater | |
CDialogueSystemAssetRenamerUtility | Renames Dialogue System database assets (e.g., variables) across databases, prefabs, and asset files |
CDialogueSystemAssetRenamerWindow | Renames Dialogue System database assets (e.g., variables) across databases, prefabs, and asset files |
CDialogueSystemController | This component ties together the elements of the Dialogue System: dialogue database, dialogue UI, sequencer, and conversation controller |
►CDialogueSystemControllerEditor | Custom inspector editor for DialogueSystemController (e.g., Dialogue Manager) |
CFoldouts | |
CDialogueSystemControllerHierarchyIcon | Draws the Dialogue Manager icon in the Hierarchy view |
►CDialogueSystemEvents | Add this to the Dialogue Manager and/or participants to hook into various Dialogue System events |
CBarkEvents | |
CConversationEvents | |
CPauseEvents | |
CQuestEvents | |
CResponsesEvent | |
CSequenceEvents | |
CStringEvent | |
CSubtitleEvent | |
CTransformEvent | |
CDialogueSystemFields | Special field names used in the Dialogue System |
CDialogueSystemMenuItems | This class defines the menu items in the Dialogue System menu, except for custom Editor Windows which define their own menu items |
CDialogueSystemMessages | The Dialogue System may send these messages using SendMessage or BroadcastMessage |
►CDialogueSystemSaver | This is a saver that saves the Dialogue System's save data to the Pixel Crushers Common Library Save System |
CRawData | |
CDialogueSystemSceneEvents | Holds scene-specific UnityEvents referenced by a dialogue database's dialogue entries |
►CDialogueSystemTrigger | 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 |
CSendMessageAction | |
CSetAnimatorStateAction | |
CSetComponentEnabledAction | |
CSetGameObjectActiveAction | |
►CDialogueSystemTriggerEditor | |
CFoldouts | |
CDialogueSystemTriggerEventAttribute | Add [DialogueSystemTriggerEvent] to a string variable show a popup of dialogue trigger events in the inspector |
CDialogueSystemTriggerEventDrawer | This custom property drawer for DialogueSystemTriggerEvent reorders the popup for trigger events |
CDialogueTime | A static wrapper class for the built-in Time class |
CDialogueTriggerEventAttribute | Add [DialogueTriggerEvent] to a string variable show a popup of dialogue trigger events in the inspector |
CDialogueTriggerEventDrawer | This custom property drawer for DialogueTriggerEvent reorders the popup for trigger events |
►CDisplaySettings | Display settings to apply to the dialogue UI and sequencer |
CAlertSettings | |
CBarkSettings | |
CCameraSettings | |
CInputSettings | |
CLocalizationSettings | |
CSubtitleSettings | |
CEditModePlayerWindow | |
CEditorTools | Utility functions used by the Dialogue System's custom editors |
CEditorWindowTools | Utility methods for custom editors |
CEmphasis | Specifies special text formatting for a substring |
CEmphasisSetting | An emphasis setting specifies a text style |
CEntryGroup | |
CExtraDatabases | Adds and removes extra dialogue databases |
CField | Assets are composed primarily of data elements called fields |
CFormattedText | A line of text including formatting |
CGameSaver | Allows you to save and load games to the SaveSystem or PlayerPrefs without writing any scripts |
CIBarkUI | Interface for bark UI components |
CIDialogueUI | Interface for dialogue UI components |
CIncrementOnDestroy | 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 |
CInputTrigger | Defines an input trigger using a key code and/or button name |
CIStandardDialogueUI | This interface allows other dialogue UI implementations to work with code that normally affects StandardDialogueUIs |
CItem | An item asset |
CItemPicker | |
CItemPopupAttribute | Add [ItemPopup] to a string to show a popup of item names in the inspector |
CItemPopupDrawer | |
CITextFieldUI | Interface for text field UI components |
CJsonImportWindow | |
CLanguageTextExporter | This part of the Dialogue Editor window contains the language text export code |
CLevelManager | This component combines Application.LoadLevel[Async] with the saved-game data features of PersistentDataManager |
CLink | A link from one DialogueEntry (the origin) to another (the destination) |
►CLinkUtility | A static tool class for working with links (see Link) |
CPrioritySorter | Compares the ConditionPriority values of two Link assets |
CLocalization | 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) |
CLocalizationToolsWindow | Extra localization tools for dialogue databases |
CLocalizationToolsWindowPrefs | |
►CLocalizedTextTable | Deprecated by PixelCrushers.Common.TextTable |
CLocalizedTextField | |
CLocalizedTextTableEditor | Custom inspector editor for localized text tables |
CLocalizeTextMesh | This script localizes the content of the TextMesh element on this GameObject |
CLocalizeUIText | This older LocalizeUIText script is now a wrapper for the newer LocalizeUI script |
CLocation | A location asset |
CLocationPopupAttribute | Add [LocationPopup] to a string to show a popup of location names in the inspector |
CLocationPopupDrawer | |
►CLua | A static class that provides a global Lua virtual machine |
CResult | Stores a Lua interpreter result (LuaValue) and provides easy conversion to basic types |
CLuaConditionsWizardAttribute | Add the attribute [LuaConditionsWizard] to a string variable to use the Lua Conditions Wizard in the inspector |
CLuaConditionsWizardDrawer | |
CLuaConditionWizard | This Lua condition wizard is meant to be called from a custom editor's OnInspectorGUI() method |
CLuaConsole | An in-game Lua console presented using Unity GUI |
►CLuaOnDialogueEvent | Deprecated by DialogueSystemTrigger |
CLuaAction | The parameters for a Lua action |
CLuaOnDialogueEventEditor | |
CLuaScriptWizard | This Lua script wizard is meant to be called from a custom editor's OnInspectorGUI() method |
CLuaScriptWizardAttribute | Add the attribute [LuaScriptWizard] to a string variable to use the Lua Script Wizard in the inspector |
CLuaScriptWizardDrawer | |
CLuaTableWrapper | This is a Lua table wrapper for LuaInterpreter |
CLuaTrigger | Deprecated by DialogueSystemTrigger |
CLuaTriggerEditor | |
CLuaWatchers | This class maintains a list of watchers by watch frequency |
CLuaWatchItem | Watch item for Lua observers |
CLuaWatchList | This class maintains a list of watch items |
CLuaWizardBase | This part of the Dialogue Editor window contains common code for the Conditions and Script wizards |
CNPCSetupWizard | NPC setup wizard |
COverrideActorName | OverrideActorName was renamed to DialogueActor |
COverrideDialogueUI | Overrides the dialogue UI for conversations involving the game object |
COverrideDisplaySettings | Overrides the display settings for conversations involving the game object |
COverrideUIBase | Abstract base class for OverrideDialogueUI and OverrideDisplaySettings |
COverrideUnityUIDialogueControls | This component allows actors to override Unity UI dialogue controls |
CPanelNumberUtility | Utility methods for working with StandardDialogueUI panel numbers |
CParserException | Custom exception for parser errors |
CPauseGameOnConversation | Deprecated by DialogueSystemTrigger |
CPersistentActiveData | 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) |
CPersistentActiveDataEditor | |
►CPersistentActiveDataMultiple | |
CTargetConditionPair | |
CPersistentActiveDataMultipleEditor | |
►CPersistentDataManager | A static class for saving and loading game data using the Dialogue System's Lua environment |
CAsyncRawDataOperation | |
CAsyncSaveOperation | |
CPersistentDataSettings | Settings used by DialogueSystemController to set up the PersistentDataManager |
CPersistentDeadBody | Customized for RFPS |
CPersistentDestructible | This persistent data component keeps track of when the GameObject has been destroyed or disabled |
CPersistentPositionData | 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 |
CPlayerSetupWizard | Player setup wizard |
CPreloadActorPortraits | Preloads actor portraits to prevent hiccups when conversations start |
CProofreadingExporter | This part of the Dialogue Editor window contains the proofreading export code |
►CProximitySelector | This component implements a proximity-based selector that allows the player to move into range and use a usable object |
CReticle | This class defines the textures and size of the targeting reticle |
CQuestCondition | A quest condition checks the state of a quest |
CQuestConditionDrawer | |
CQuestEntryArgs | |
CQuestEntryPopupAttribute | Add [QuestEntryPopup] to a string to show a popup of quest names in the inspector |
CQuestEntryPopupDrawer | |
CQuestGroupRecord | Contains a quest title and its group name |
►CQuestLog | A static class that manages a quest log |
CQuestWatchItem | The quest watch item class is used internally by the QuestLog class to manage Lua observers on quest states |
►CQuestLogWindow | This is the abstract base class for quest log windows |
CQuestInfo | |
CQuestLogWindowHotkey | Allows toggling of the quest log window using a key or button, or by calling ToggleQuestLogWindow |
CQuestPicker | |
CQuestPopupAttribute | Add [QuestPopup] to a string to show a popup of quest names in the inspector |
CQuestPopupDrawer | |
CQuestStateAttribute | Add [QuestState] to a QuestState variable to show a nicer popup |
CQuestStateDispatcher | Add this to the Dialogue Manager to allow it to dispatch quest state updates to QuestStateListener components on other GameObjects |
CQuestStateDrawer | This custom property drawer for the QuestState enum shows the states in lowercase so they match Lua |
CQuestStateIndicator | Associates GameObjects (e.g., world space canvas elements) with indicator levels |
►CQuestStateListener | Add this to a GameObject such as an NPC that wants to know about quest state changes to a specific quest |
CQuestEntryStateIndicatorLevel | |
CQuestStateIndicatorLevel | |
CQuestTracker | When you attach this script to the Dialogue Manager object (or a child), it will display tracked quests |
►CQuestTrigger | Deprecated by DialogueSystemTrigger |
CSendMessageAction | |
CQuestTriggerEditor | |
CQueuedUIAlert | |
CRangeTrigger | 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 |
CReferenceDatabaseDialogueEventEditor | This is a base class for most of the "On dialogue event" editors |
CRelationsInspectorLink | This class provides optional integration with Seldom Tools' RelationsInspector |
CResponse | Info about a response, which is a link from one dialogue entry to another |
►CRTVoiceActor | |
CVoicePreference | |
CRTVoiceGenerateAudioFilesWindow | Editor utility to use RT-Voice to generate and save audio files for the lines of dialogue in a dialogue database |
CScreenplayExporter | This part of the Dialogue Editor window contains the screenplay export code |
CScriptingSymbolNames | |
CSelectedResponseEventArgs | When the player selects a response, these event arguments are passed back from the dialogue UI |
►CSelector | This component implements a selector that allows the player to target and use a usable object |
CReticle | This class defines the textures and size of the targeting reticle |
CSelectorFollowTarget | 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 |
►CSelectorUseStandardUIElements | Tells the Selector/ProximitySelector to use StandardUISelectorElements to show the current selection |
CLayerInfo | |
CTagInfo | |
CSelectorUseStandardUIElementsEditor | |
►CSendMessageOnDialogueEvent | Deprecated by DialogueSystemTrigger |
CSendMessageAction | |
CSendMessageOnDialogueEventEditor | |
CSequenceEditorTools | This class provides a custom drawer for Sequence fields |
CSequenceParser | Basic recursive descent parser for sequences |
CSequencer | A sequencer plays sequences of commands such as camera cuts, animation, audio, activating game objects, etc |
CSequencerCommandGroupAttribute | This optional attribute specifies a submenu name in which to organize a custom sequencer command |
CSequencerKeywords | Keywords that can be used in sequences |
CSequencerMessages | Commonly used sequencer messages |
►CSequencerShortcuts | Registers shortcuts and subjects with the sequencer |
CShortcut | |
CSequencerShortcutsEditor | |
CSequencerTools | A static utility class for Sequencer |
CSequenceStarter | Deprecated by DialogueSystemTrigger |
CSequenceTrigger | Deprecated by DialogueSystemTrigger |
CSequenceTriggerEditor | |
►CSetActiveOnDialogueEvent | Deprecated by DialogueSystemTrigger |
CSetActiveAction | |
CSetActiveOnDialogueEventEditor | |
►CSetAnimationOnDialogueEvent | Deprecated by DialogueSystemTrigger |
CSetAnimationAction | |
CSetAnimationOnDialogueEventEditor | |
►CSetAnimatorStateOnDialogueEvent | Deprecated by DialogueSystemTrigger |
CSetAnimatorStateAction | |
CSetAnimatorStateOnDialogueEventEditor | |
►CSetComponentEnabledOnDialogueEvent | Deprecated by DialogueSystemTrigger |
CSetComponentEnabledAction | |
CSetComponentEnabledOnDialogueEventEditor | |
►CSetEnabledOnDialogueEvent | Deprecated by DialogueSystemTrigger |
CSetEnabledAction | |
CSetEnabledOnDialogueEventEditor | |
►CSetQuestStateOnDialogueEvent | Deprecated by DialogueSystemTrigger |
CSetQuestStateAction | |
CSetQuestStateOnDialogueEventEditor | |
CShowCursorOnConversation | Deprecated by DialogueSystemTrigger |
CSLATESequencerSettings | |
►CSMSDialogueUI | SMS-style dialogue UI |
CDialogueEntryRecord | |
CPreDelaySettings | |
►CStandardBarkUI | Standard UI implementation of IBarkUI |
CAnimationTransitions | |
CStandardDialogueUI | |
CStandardUIAlertControls | Controls for StandardDialogueUI's alert message |
CStandardUIButtonTemplate | Unity UI template for a button |
CStandardUIColorText | This script provides methods to change a Text element's color |
CStandardUIContainerTemplate | UI holder for general UI content |
CStandardUIContentTemplate | Abstract base class for UI content templates |
CStandardUIContinueButtonFastForward | This script replaces the normal continue button functionality with a two-stage process |
CStandardUIDialogueControls | Contains all dialogue (conversation) controls for a Standard Dialogue UI |
CStandardUIFoldoutTemplate | This component hooks up the elements of a Standard UI quest group template |
CStandardUIInputField | StandardDialogueUI input field implementation |
CStandardUIInstancedContentManager | Manages UI content that has been instantiated from templates |
CStandardUIMenuPanel | |
CStandardUIMenuPanelEditor | |
CStandardUIQTEControls | Quick Time Event (QTE) indicator controls for StandardDialogueUI |
CStandardUIQuestLogWindow | This is the Standard UI implementation of the abstract QuestLogWindow class |
CStandardUIQuestTemplateAlternateDescriptions | |
CStandardUIQuestTitleButtonTemplate | Unity UI template for a quest name button with a toggle for progress tracking |
CStandardUIQuestTracker | When you attach this script to the Dialogue Manager object (or a child), it will display tracked quests using the new Unity UI |
CStandardUIQuestTrackerEditor | Custom editor for StandardUIQuestTracker that adds a button to clear the visibility PlayerPrefs key |
CStandardUIQuestTrackTemplate | This component hooks up the elements of a Standard UI quest track template, which is used by the Unity UI Quest Tracker |
CStandardUIResponseButton | Response button for use with Standard Dialogue UI |
CStandardUIResponseMenuControls | Manages response menus for StandardDialogueUI |
CStandardUIRoot | StandardDialogueUI wrapper for AbstractUIRoot |
►CStandardUISelectorElements | References to standard UI selector elements to display the current selection instead of using Selector/ProximitySelector's default OnGUI method |
CAnimationTransitions | |
CStandardUISubtitleControls | Manages subtitle panels for StandardDialogueUI |
CStandardUISubtitlePanel | |
CStandardUISubtitlePanelEditor | |
CStandardUITextTemplate | Standard UI template for text |
CStandardUITimer | Basic slider-based timer for response menus |
CStandardUIToggleTemplate | UI template for a toggle |
►CStandardUsableUI | Replaces the Selector/ProximitySelector's OnGUI method with a method that enables or disables UI controls |
CAnimationTransitions | |
CStartConversationEditor | |
►CStartConversationOnDialogueEvent | Deprecated by DialogueSystemTrigger |
CConversationAction | |
CStartConversationOnDialogueEventEditor | |
►CStartSequenceOnDialogueEvent | Deprecated by DialogueSystemTrigger |
CSequenceAction | The parameters for a sequence action |
CStartSequenceOnDialogueEventEditor | |
CStopConversationIfTooFar | Deprecated by DialogueSystemTrigger |
CSubtitle | Info about a line of dialogue |
CSymbolExtensions | |
CTemplate | This class defines the template that the Dialogue Database Editor will use when creating new dialogue database assets such as actors and conversations |
CTemplateTools | Utility methods to work with Template |
CTextlessBarkUI | A textless implementation of IBarkUI |
CTextMeshProTypewriterEffect | |
CTextSyncActor | Add this component to an actor GameObject |
CToggleUtility | A static utility class to work with toggle values |
CTools | A static class of general purpose functions used by the Dialogue System |
CTypewriterUtility | |
CUIAnimationTransitions | |
CUIAutonumberSettings | |
CUIButtonKeyTrigger | This script adds a key or button trigger to a UIButton |
CUIShowHideController | This is a deprecated class that has been replaced by UIAnimatorMonitor in StandardDialogueUI and elsewhere |
CUniqueIDWindow | |
CUniqueIDWindowPrefs | This class manages the Unique ID Window prefs |
CUnityUIAlertControls | Controls for UnityUIDialogueUI's alert message |
CUnityUIBarkSubtitleDialogueUI | This is a variation of UnityUIDialogueUI that uses the speaker's bark UI for subtitles |
►CUnityUIBarkUI | Implements IBarkUI using Unity UI |
CAnimationTransitions | |
CUnityUIColorText | This script provides methods to change a Text element's color |
CUnityUIContinueButtonFastForward | This script replaces the normal continue button functionality with a two-stage process |
CUnityUIDialogueControls | Contains all dialogue (conversation) controls for a Unity UI Dialogue UI |
CUnityUIDialogueUI | This component implements IDialogueUI using Unity UI |
CUnityUIQTEControls | Unity UI Quick Time Event (QTE) indicator controls |
CUnityUIQuestGroupTemplate | This component hooks up the elements of a Unity UI quest group template |
►CUnityUIQuestLogWindow | This is an implementation of the abstract QuestLogWindow class for the Unity UI |
CAnimationTransitions | |
CUnityUIQuestTemplate | This component hooks up the elements of a Unity UI quest template |
CUnityUIQuestTemplateAlternateDescriptions | |
CUnityUIQuestTitle | This holds a quest title |
CUnityUIQuestTracker | When you attach this script to the Dialogue Manager object (or a child), it will display tracked quests using the new Unity UI |
CUnityUIQuestTrackTemplate | This component hooks up the elements of a Unity UI quest track template, which is used by the Unity UI Quest Tracker |
CUnityUIResponseButton | A Unity UI response button for use with UnityUIDialogueControls |
CUnityUIResponseMenuControls | Response menu controls for UnityUIDialogueUI |
CUnityUIRoot | Unity UI UIRoot wrapper for AbstractUIRoot |
CUnityUIScrollbarEnabler | Enables a scrollbar only if the content is larger than the container |
►CUnityUISelectorDisplay | Replaces the Selector/ProximitySelector's OnGUI method with a method that enables or disables new Unity UI controls |
CAnimationTransitions | |
CUnityUISelectorElements | Optional component to provide references to selector UI elements |
CUnityUISubtitleControls | Subtitle Unity UI controls for UnityUIDialogueUI |
CUnityUITextFieldUI | Unity UI text field UI implementation |
CUnityUITimer | Basic slider-based timer for response menus |
►CUnityUITypewriterEffect | This is a typewriter effect for Unity UI |
CAutoScrollSettings | |
CToken | |
CUpdateLocalizedUITexts | This script provides a facility to update the localized text of all localized Text elements |
►CUsable | This component indicates that the game object is usable |
CUsableEvents | |
CUsableUnityEvent | UnityEvent that has a Usable parameter |
►CUsableUnityUI | Replaces the Selector/ProximitySelector's OnGUI method with a method that enables or disables new Unity UI controls |
CAnimationTransitions | |
CUseAnimatedPortraits | Add this to the Dialogue Manager to support animated portraits in Unity UI Dialogue UIs |
CVariable | A user variable asset |
CVariablePicker | |
CVariablePopupAttribute | Add [VariablePopup] to a string to show a popup of database variable names in the inspector |
CVariablePopupDrawer | |
CVoiceoverScriptExporter | This part of the Dialogue Editor window contains the voiceover script export code |
CWelcomeWindow | This is the Dialogue System welcome window |
►NWrappers | |
CActiveSaver | This wrapper for PixelCrushers.ActiveSaver keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CAlwaysFaceCamera | This wrapper for PixelCrushers.AlwaysFaceCamera keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CAnimatorSaver | This wrapper for PixelCrushers.AnimatorSaver keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CAutoSaveLoad | This wrapper for PixelCrushers.AutoSaveLoad keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CBinaryDataSerializer | This wrapper for PixelCrushers.BinaryDataSerializer keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CCheckPhysics2D | This wrapper for PixelCrushers.CheckPhysics2D keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CCollisionEvent | This wrapper for PixelCrushers.CollisionEvent keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CDataSynchronizer | This wrapper for PixelCrushers.DataSynchronizer keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CDeselectPreviousOnPointerEnter | This script deselects the previous selectable when the pointer enters this one |
CDestructibleSaver | This wrapper for PixelCrushers.DestructibleSaver keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CDisappearEvent | This wrapper for PixelCrushers.DisappearEvent keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CDiskSavedGameDataStorer | This wrapper for PixelCrushers.DiskSavedGameDataStorer keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CDontDestroyGameObject | This wrapper for PixelCrushers.DontDestroyGameObject keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CEditorNote | This class holds a text note in the Unity editor |
CEnabledSaver | This wrapper for PixelCrushers.EnabledSaver keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CEnableOnStart | This wrapper for PixelCrushers.EnableOnStart keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CGlobalTextTable | This wrapper for PixelCrushers.LocalizeUIText keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CInputActionRegistry | Wrapper for InputActionRegistry to allow switching between precompiled DLL and loose scripts |
CInputDeviceManager | This script checks for joystick and keyboard input |
CInputDeviceMethods | Wrapper to retain references when switching between DLL and script |
CInstantiatePrefabs | This wrapper for PixelCrushers.InstantiatePrefabs keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CJsonDataSerializer | This wrapper for PixelCrushers.JsonDataSerializer keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CKeepRectTransformOnscreen | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CLoadingScreenProgressBar | This wrapper for PixelCrushers.LoadingScreenProgressBar keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CLocalizedFonts | This wrapper for PixelCrushers.LocalizedFonts keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CLocalizeUI | This wrapper for PixelCrushers.LocalizeUI keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CLODManager | This wrapper for PixelCrushers.LODManager keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CMessageEvents | This wrapper for PixelCrushers.MessageEvents keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CMessageSystemLogger | This wrapper for PixelCrushers.MessageSystemLogger keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CMultiActiveSaver | This wrapper for PixelCrushers.MultiActiveSaver keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CMultiEnabledSaver | This wrapper for PixelCrushers.MultiEnabledSaver keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPlayerPrefsSavedGameDataStorer | This wrapper for PixelCrushers.PlayerPrefsSavedGameDataStorer keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPositionSaver | This wrapper for PixelCrushers.PositionSaver keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CSaveSystem | This wrapper for PixelCrushers.SaveSystem keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CSaveSystemEvents | This wrapper for PixelCrushers.SaveSystemEvents keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CSaveSystemMethods | This wrapper for PixelCrushers.SaveSystemMethods keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CSaveSystemTestMenu | This wrapper for PixelCrushers.SaveSystemTestMenu keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CScenePortal | This wrapper for PixelCrushers.ScenePortal keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CSetEventSystem | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CSetLocalizedFont | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CShowCursorWhileEnabled | This wrapper for PixelCrushers.LocalizeUI keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CSpawnedObject | This wrapper for PixelCrushers.SpawnedObject keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CSpawnedObjectList | This wrapper for PixelCrushers.SpawnedObjectList keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CSpawnedObjectManager | This wrapper for PixelCrushers.SpawnedObjectManager keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CStandardSceneTransitionManager | This wrapper for PixelCrushers.StandardSceneTransitionManager keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CStringAsset | This wrapper for PixelCrushers.StringAsset keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CTextTable | This wrapper for PixelCrushers.TextTable keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CTimedEvent | This wrapper for PixelCrushers.TimedEvent keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CTriggerEvent | This wrapper for PixelCrushers.TriggerEvent keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUIButtonKeyTrigger | This script adds a key or button trigger to a Unity UI Selectable |
CUILocalizationManager | This wrapper for PixelCrushers.UILocalizationManager keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CUIPanel | Manages a UI panel |
CUIScrollbarEnabler | Enables a scrollbar only if the content is larger than the scroll rect |
CUITextColor | This script provides methods to change a Text element's color |
►CActiveSaver | Saves the active/inactive state of a GameObject |
CData | |
CAlwaysFaceCamera | Always keeps the GameObject facing the main camera |
►CAnimatorSaver | Saves an animator's state |
CData | |
CLayerData | |
CTriggerData | |
CAssetUtility | |
CAutoSaveLoad | Auto-saves when the game closes and auto-loads when the game opens |
CBinaryDataSerializer | Implementation of DataSerializer that uses BinaryFormatter |
CCheckInputManagerSettings | This script runs when Unity starts or reloads assemblies after compilation |
CCheckPhysics2D | Checks if the scripting symbol USE_PHYSICS2D is defined |
CCollisionEvent | Invokes events on collision enter and exit |
CComponentUtility | Utility functions for working with components |
CCoroutineUtility | Utility functions for working with coroutines |
CCSVUtility | |
CCursorControl | Methods to hide and show the cursor |
CDataSerializer | Abstract base class for serializers that serialize objects to strings and deserialize strings back into objects |
CDataSynchronizer | Uses the MessageSystem to keep data synchronized between a source and a listener |
CDeselectPreviousOnPointerEnter | This script deselects the previous selectable when the pointer enters this one |
►CDestructibleSaver | Saves when a GameObject has been destroyed or disabled |
CDestructibleData | |
CDictionaryExtensions | Extension methods for generic dictionaries |
CDisappearEvent | Invokes an event when the component is disabled or destroyed |
►CDiskSavedGameDataStorer | Implements SavedGameDataStorer using local disk files |
CSavedGameInfo | |
CDiskSavedGameDataStorerEditor | |
CDontDestroyGameObject | Marks the GameObject as DontDestroyOnLoad |
CEditorGUIZoomArea | |
►CEnabledSaver | Saves the enabled/disabled state of a component |
CData | |
CEnableOnStart | Enables a component when the scene starts |
CEnablePhysics2DMenuItem | |
CEncodingTypeTools | |
CEncryptionUtility | |
CGameObjectUnityEvent | |
CGameObjectUtility | Utility functions for working with GameObjects |
CGameTime | This is a wrapper around Unity's Time class that allows you to specify a mode: UnityStandard (Time.time), Realtime (Time.realtimeSinceStartup), or Manual (you set the time values each frame) |
CGlobalTextTable | Maintains a reference to a global TextTable that other scripts can use |
CHelpBoxAttribute | Attribute to draw a help box |
CHelpBoxAttributeDrawer | |
CIEventSystemUser | Allows classes to have a reference to an EventSystem |
CIMessageHandler | Interface for MessageSystem message handlers |
CInputActionRegistry | Registers Input System actions with the Pixel Crushers Input Device Manager |
CInputDeviceManager | This script checks for joystick and keyboard input |
►CInputDeviceManagerEditor | |
CInputAxis | |
CInputDeviceMethods | This script provides methods to control InputDeviceManager that you can hook up in scripts where the InputDeviceManager instance isn't accessible at design time |
CInstantiatePrefabs | Instantiates prefabs on Awake |
CIntUnityEvent | |
CJsonDataSerializer | Implementation of DataSerializer that uses JsonUtility |
CKeepRectTransformOnscreen | Keeps a RectTransform's bounds in view of the main camera |
CListExtensions | Extension methods for generic lists |
CLoadingScreenProgressBar | Manages a loading screen progress bar |
►CLocalizedFonts | Specifies fonts to use for different languages |
CFontForLanguage | |
CLocalizeUI | |
►CLODManager | Implements a Level of Detail (LOD) system according to distance from the player |
CLOD | |
CMessageArgs | This struct is passed to listeners of the MessageSystem when a message is sent |
CMessageArgsEvent | |
►CMessageEvents | Provides a in-editor way to listen for messages and invoke events when they occur, and to send a message on demand |
CMessageEvent | |
CMessageToSend | |
CMessageEventsEditor | |
►CMessageSystem | General purpose message system |
CListenerInfo | |
CMessageSystemLogger | |
CMoreEditorGuiUtility | |
CMoreEditorUtility | |
CMoreGizmos | Provides more drawing routines for gizmos |
CMorePhysics2D | Provides more routines for Physics2D |
►CMultiActiveSaver | Saves the active/inactive state of a list of GameObjects |
CData | |
►CMultiEnabledSaver | Saves the enabled/disabled state of a list of components |
CData | |
CObjectUnityEvent | |
CPlayerPrefsSavedGameDataStorer | Implements SavedGameDataStorer using PlayerPrefs |
CPlayerPrefsSavedGameDataStorerEditor | |
CPool | This generic class implements an object pool |
►CPositionSaver | Saves a GameObject's position |
CMultiscenePositionData | |
CPositionData | |
CScenePositionData | |
CQuaternionSerializationSurrogate | Adds .NET serialization support for Quaternion |
CRectExtensions | |
CRuntimeTypeUtility | Utility methods to work with types |
CSafeConvert | Conversion methods that return default values instead of throwing exceptions |
►CSavedGameData | Holds the data for a saved game |
CSaveRecord | Holds the data returned by a Saver along with the Saver's key and the index of the scene that the Saver was in |
CSavedGameDataStorer | Abstract base class for "storage providers" that store saved game data somewhere, such as PlayerPrefs or a disk file |
CSaver | Abstract base class for a "saver", which is a component that contributes to saved game data |
CSaverEditor | |
CSaveSystem | This is the main Save System class |
CSaveSystemEditorUtility | Utility menu items for the Save System |
CSaveSystemEvents | Provides Save System UnityEvents |
CSaveSystemMethods | Provides inspector-selectable methods to control SaveSystem |
CSaveSystemTestMenu | Simple menu for testing the Save System |
CSceneNotifier | Service to notify subscribers when a scene is being unloaded |
CScenePortal | Changes scenes, either by calling UsePortal() or OnTriggerEnter |
CSceneTransitionManager | |
CScriptableObjectUtility | Utility functions for creating ScriptableObjects |
CSetEventSystem | Sets EventSystem to use for self and all children that implement IEventSystemUser interface |
CSetLocalizedFont | Sets a Text or TextMeshProUGUI component's font according to the current language and the settings in a LocalizedFonts asset |
CShowCursorWhileEnabled | Shows the cursor when this component is enabled |
CSpawnedObject | A spawned object or spawnable prefab |
CSpawnedObjectList | Holds a list of references to SpawnedObject prefabs |
►CSpawnedObjectManager | Manages spawned objects for a scene |
CSpawnedObjectData | |
CSpawnedObjectDataList | |
►CStandardSceneTransitionManager | This implementation of SceneTransitionManager plays optional outro and intro animations, and optionally loads a loading scene |
CTransitionInfo | |
CStringAsset | A StringAsset is a ScriptableObject that encapsulates a string |
CStringField | A StringField is an object that can refer to a string, StringAsset, or field in a TextTable |
CStringFieldDrawer | |
CStringFieldTextAreaAttribute | Attribute to draw a StringField's text value as a multi-line text area |
CStringFieldTextAreaAttributeDrawer | |
CStringUnityEvent | |
CTagMask | A list of tags |
►CTagMaskDrawer | |
CMenuItemTagInfo | |
CTagMaskEvent | |
►CTextTable | A TextTable is a 2D table of languages and fields |
CFieldKeyValuePair | |
CLanguageKeyValuePair | |
CTextTableEditor | |
►CTextTableEditorWindow | Custom editor window for TextTable |
CSearchBarSettings | |
CTextTableField | A field in a TextTable |
►CTextTableMassExportImportWindow | Custom editor window for mass exporting text tables to CSV |
CPrefs | |
CTimedEvent | Invokes an event after a specified duration |
CTimedEventEditor | |
CTriggerEvent | Invokes events on trigger enter and exit |
CTypeUtility | |
CUIAnimatorMonitor | Invokes a callback method when an animator has entered and then exited a specified trigger state |
CUIButtonKeyTrigger | This script adds a key or button trigger to a Unity UI Selectable |
CUIDropdownField | A UIDropdownField can refer to a UI.Dropdown or TMPro.TMP_Dropdown |
CUIDropdownFieldDrawer | |
CUIInputField | A UIInputField can refer to a UI.Text or TMPro.TextMeshProUGUI |
CUILocalizationManager | Manages localization settings |
CUILocalizationManagerEditor | |
CUIPanel | Manages a UI panel |
CUIScrollbarEnabler | Enables a scrollbar only if the content is larger than the scroll rect |
CUITextColor | This script provides methods to change a Text element's color |
CUITextField | A UITextField can refer to a UI.Text, TMPro.TextMeshProUGUI, or SuperTextMesh |
CUITextFieldDrawer | |
CUIUtility | |
CVector3SerializationSurrogate | Adds .NET serialization support for Vector3 |
►NRog | |
CAI_Pause | The PauseGameOnConversation script uses this script to pause the game |
►NSlate | |
►NActionClips | |
►NDialogueSystem | |
CBark | |
CBarkEnhanced | |
CLua | |
CSequencerMessage | |
CSetQuestState | |
CShowAlert | |
CStartConversation | |
CStopConversation | |
CDatabase | |
CDialogueActorScript | This Rog Actor Script sends "OnUse" to the actor when the player enters an adjacent square |
CDSRewardAuthorization | |
CMonster | |
CNpc | |
CPlayer | |
CUINpcDialogue_DialogueSystem | |