Dialogue System Events

Component > Pixel Crushers > Dialogue System > Miscellaneous > Dialogue System Events

Exposes Dialogue System events to Unity.

Properties

Property Function
Conversation Events Conversation-related events.
Bark Events Bark start, end, and line events.
Sequence Events Sequence start and end events.
Quest Events Quest state change events.
Pause Events Events related to pausing and unpausing Dialogue Time.

Details

Add this component to the Dialogue Manager or any character that you want to handle events.

Each foldout has a section of events that the component can invoke when its GameObject receives the corresponding message (such as OnConversationStart).

The Dialogue System sends messages to specific GameObjects, typically the Dialogue Manager GameObject and, in the case of conversations, the primary participants. This table explains which GameObjects will receive each event message: Conversation, Bark, and Sequence Messages.

Tip: Conversation Events > OnConversationEnd() has a checkbox to run events at the end of the frame. Tick this checkbox if you want to allow other scripts to run their frame update methods first. This is useful if you're having a problem where the same key/button press that ends the conversation also immediately triggers some other activity when it shouldn't.


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