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| Item () |
| Initializes a new Item.
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| Item (Item sourceItem) |
| Copy constructor.
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| Item (ChatMapper.Item chatMapperItem) |
| Initializes a new Item copied from a Chat Mapper item.
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void | Assign (ChatMapper.Item chatMapperItem) |
| Copies a Chat Mapper item.
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| Asset () |
| Initializes a new DialogueAsset.
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| Asset (Asset sourceAsset) |
| Copy constructor.
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| Asset (int chatMapperID, List< ChatMapper.Field > chatMapperFields) |
| Initializes a new DialogueAsset copied from a Chat Mapper asset.
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void | Assign (int chatMapperID, List< ChatMapper.Field > chatMapperFields) |
| Copies a Chat Mapper asset.
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bool | FieldExists (string title) |
| Checks whether a field exists.
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string | LookupValue (string title) |
| Looks up the value of a field.
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string | LookupLocalizedValue (string title) |
| Looks up the localized value of a field for the current language.
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int | LookupInt (string title) |
| Looks up the value of a field.
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float | LookupFloat (string title) |
| Looks up the value of a field.
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bool | LookupBool (string title) |
| Looks up the value of a field.
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bool | IsFieldAssigned (string title) |
| Checks whether a field exists and has non-empty text.
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Field | AssignedField (string title) |
| Returns a field if it exists and has non-empty text.
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An item asset.
In Chat Mapper, items are usually used to track the status of items in the simulation. You can still do this in the Dialogue System; however the QuestLog class gives you the option of using the item table to track quest log information instead. (See questLogSystem)