CPixelCrushers.DialogueSystem.UnityGUI.UnityGUIQuestLogWindow.AbandonControls | |
►CAbility | |
COpsive.UltimateCharacterController.Character.Abilities.Converse | The Converse ability runs when a character is the primary actor or conversant in an active conversation |
►CPixelCrushers.DialogueSystem.AbstractConverterWindow< AbstractConverterWindowPrefs > | |
CPixelCrushers.DialogueSystem.CSVConverterWindow | This is an example converter that demonstrates how to make a subclass of AbstractConverterWindow to make your own converter for the Dialogue System |
CPixelCrushers.DialogueSystem.JsonImportWindow | |
CPixelCrushers.DialogueSystem.AbstractConverterWindowPrefs | This is the base prefs (converter window settings) class |
►CPixelCrushers.DialogueSystem.AbstractUIControls | Base class for abstract UI controls |
►CPixelCrushers.DialogueSystem.AbstractDialogueUIControls | Abstract dialogue user interface controls |
CPixelCrushers.DialogueSystem.NGUISupport.NGUIDialogueControls | Contains all dialogue (conversation) controls for an NGUI Dialogue UI |
CPixelCrushers.DialogueSystem.StandardUIDialogueControls | Contains all dialogue (conversation) controls for a Standard Dialogue UI |
CPixelCrushers.DialogueSystem.TK2DSupport.TK2DDialogueControls | Contains all dialogue (conversation) controls for a TK2D Dialogue UI |
CPixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProDialogueControls | Contains all dialogue (conversation) controls for a TextMeshPro Dialogue UI |
CPixelCrushers.DialogueSystem.UnityGUI.UnityDialogueControls | Contains all dialogue (conversation) controls for a Unity Dialogue UI |
CPixelCrushers.DialogueSystem.UnityUIDialogueControls | Contains all dialogue (conversation) controls for a Unity UI Dialogue UI |
►CPixelCrushers.DialogueSystem.AbstractUIAlertControls | Abstract alert message controls |
CPixelCrushers.DialogueSystem.NGUISupport.NGUIAlertControls | NGUI controls for NGUIDialogueUI's alert message |
CPixelCrushers.DialogueSystem.StandardUIAlertControls | Controls for StandardDialogueUI's alert message |
CPixelCrushers.DialogueSystem.TK2DSupport.TK2DAlertControls | GUI controls for TK2DDialogueUI's alert message |
CPixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProAlertControls | Controls for TextMeshProDialogueUI's alert message |
CPixelCrushers.DialogueSystem.UnityGUI.UnityAlertControls | GUI controls for UnityDialogueUI's alert message |
CPixelCrushers.DialogueSystem.UnityUIAlertControls | Controls for UnityUIDialogueUI's alert message |
►CPixelCrushers.DialogueSystem.AbstractUIQTEControls | Abstract QTE controls |
CPixelCrushers.DialogueSystem.NGUISupport.NGUIQTEControls | NGUI Quick Time Event (QTE) indicator controls |
CPixelCrushers.DialogueSystem.StandardUIQTEControls | Quick Time Event (QTE) indicator controls for StandardDialogueUI |
CPixelCrushers.DialogueSystem.TK2DSupport.TK2DQTEControls | TK2D Quick Time Event (QTE) indicator controls |
CPixelCrushers.DialogueSystem.UnityGUI.UnityQTEControls | Unity QTE indicator controls |
CPixelCrushers.DialogueSystem.UnityUIQTEControls | Unity UI Quick Time Event (QTE) indicator controls |
►CPixelCrushers.DialogueSystem.AbstractUIResponseMenuControls | Abstract response menu controls |
CPixelCrushers.DialogueSystem.NGUISupport.NGUIResponseMenuControls | Response menu controls for NGUIDialogueUI |
CPixelCrushers.DialogueSystem.StandardUIResponseMenuControls | Manages response menus for StandardDialogueUI |
CPixelCrushers.DialogueSystem.TK2DSupport.TK2DResponseMenuControls | Response menu controls for TK2DDialogueUI |
CPixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProResponseMenuControls | Response menu controls for TextMeshProDialogueUI |
CPixelCrushers.DialogueSystem.UnityGUI.UnityResponseMenuControls | Response menu controls for UnityDialogueUI |
CPixelCrushers.DialogueSystem.UnityUIResponseMenuControls | Response menu controls for UnityUIDialogueUI |
►CPixelCrushers.DialogueSystem.AbstractUISubtitleControls | Abstract subtitle controls |
CPixelCrushers.DialogueSystem.NGUISupport.NGUISubtitleControls | Subtitle NGUI controls for NGUIDialogueUI |
CPixelCrushers.DialogueSystem.StandardUISubtitleControls | Manages subtitle panels for StandardDialogueUI |
CPixelCrushers.DialogueSystem.TK2DSupport.TK2DSubtitleControls | Subtitle UI controls for TK2DDialogueUI |
CPixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProSubtitleControls | Subtitle Unity UI controls for TextMeshProDialogueUI |
CPixelCrushers.DialogueSystem.UnityGUI.UnitySubtitleControls | Subtitle GUI controls for UnityDialogueUI |
CPixelCrushers.DialogueSystem.UnityUISubtitleControls | Subtitle Unity UI controls for UnityUIDialogueUI |
►CPixelCrushers.DialogueSystem.AbstractUIRoot | Abstract UI root |
CPixelCrushers.DialogueSystem.NGUISupport.NGUIUIRoot | NGUI UIRoot wrapper for AbstractUIRoot |
CPixelCrushers.DialogueSystem.StandardUIRoot | StandardDialogueUI wrapper for AbstractUIRoot |
CPixelCrushers.DialogueSystem.TK2DSupport.TK2DUIRoot | TK2D UI root, implemented as a container for a tk2dUILayout |
CPixelCrushers.DialogueSystem.UnityGUI.UnityUIRoot | Unity UI root, implemented as a container for GUIRoot |
CPixelCrushers.DialogueSystem.UnityUIRoot | Unity UI UIRoot wrapper for AbstractUIRoot |
►CLanguage.Lua.Access | |
CLanguage.Lua.FunctionCall | |
CLanguage.Lua.FunctionCall | |
CLanguage.Lua.KeyAccess | |
CLanguage.Lua.KeyAccess | |
CLanguage.Lua.MethodCall | |
CLanguage.Lua.MethodCall | |
CLanguage.Lua.NameAccess | |
CLanguage.Lua.NameAccess | |
►CAction | |
CAC.ActionDialogueSystemAlert | This custom Adventure Creator action shows a gameplay alert through the Dialogue System's dialogue UI |
CAC.ActionDialogueSystemBark | This custom Adventure Creator action plays a Dialogue System bark |
CAC.ActionDialogueSystemConversation | This custom Adventure Creator action plays a Dialogue System conversation |
CAC.ActionDialogueSystemGetRelationship | This custom Adventure Creator action runs the Lua function GetRelationship(Actor1, Actor2, Relationship) |
CAC.ActionDialogueSystemGetStatus | This custom Adventure Creator action runs the Lua function GetStatus(Asset1, Asset2) |
CAC.ActionDialogueSystemLua | This custom Adventure Creator action runs Lua code in the Dialogue System's Lua environment |
CAC.ActionDialogueSystemPause | This custom Adventure Creator action pauses or unpauses the Dialogue System |
CAC.ActionDialogueSystemQuestLogWindow | This custom Adventure Creator action shows or hides the quest log window |
CAC.ActionDialogueSystemQuestSet | This custom Adventure Creator action sets a quest or quest entry state |
CAC.ActionDialogueSystemRefocusResponseMenu | This custom Adventure Creator action refocuses the dialogue UI's response menu if it's active |
CAC.ActionDialogueSystemRestoreData | 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 |
CAC.ActionDialogueSystemSaveData | This custom Adventure Creator action saves the Dialogue System's data in an Adventure Creator global variable |
CAC.ActionDialogueSystemSequencerMessage | This custom Adventure Creator sends a message to the Dialogue System sequencer |
CAC.ActionDialogueSystemSetRelationship | This custom Adventure Creator action runs the Lua function SetStatus() |
CAC.ActionDialogueSystemSetStatus | This custom Adventure Creator action runs the Lua function SetStatus() |
CAC.ActionDialogueSystemSyncLua | This custom Adventure Creator action calls AdventureCreatorBridge.SyncAdventureCreatorToLua or SyncLuaToAdventureCreator |
CDevionGames.LoadSceneWithSaveSystem | |
►CPixelCrushers.DialogueSystem.ActOnDialogueEvent.Action | The base class for actions that will run at the start or end of dialogue events |
CPixelCrushers.DialogueSystem.BarkOnDialogueEvent.BarkAction | The parameters for a bark action |
CPixelCrushers.DialogueSystem.LuaOnDialogueEvent.LuaAction | The parameters for a Lua action |
CPixelCrushers.DialogueSystem.SendMessageOnDialogueEvent.SendMessageAction | |
CPixelCrushers.DialogueSystem.SetActiveOnDialogueEvent.SetActiveAction | |
CPixelCrushers.DialogueSystem.SetAnimationOnDialogueEvent.SetAnimationAction | |
CPixelCrushers.DialogueSystem.SetAnimatorStateOnDialogueEvent.SetAnimatorStateAction | |
CPixelCrushers.DialogueSystem.SetComponentEnabledOnDialogueEvent.SetComponentEnabledAction | |
CPixelCrushers.DialogueSystem.SetEnabledOnDialogueEvent.SetEnabledAction | |
CPixelCrushers.DialogueSystem.SetQuestStateOnDialogueEvent.SetQuestStateAction | |
CPixelCrushers.DialogueSystem.StartConversationOnDialogueEvent.ConversationAction | |
CPixelCrushers.DialogueSystem.StartSequenceOnDialogueEvent.SequenceAction | The parameters for a sequence action |
►CActionCheck | |
CAC.ActionDialogueSystemCheckConversationActive | This custom action does a checks the result of a Lua expression in the Dialogue System |
CAC.ActionDialogueSystemQuestCheck | This custom action checks the state of a quest in the Dialogue System |
CAC.ActionDialogueSystemVarCheck | This custom action checks the result of a Lua expression in the Dialogue System |
►CActionList | |
CAC.LuaVarChangeWatcher | This is an action list triggered by a change in a Dialogue System Lua variable |
CPixelCrushers.DialogueSystem.ARPGSupport.ActionRPGKitMenuItems | |
CPixelCrushers.DialogueSystem.ActiveConversationRecord | Keeps track of an active conversation |
CPixelCrushers.DialogueSystem.ChatMapper.Actor | Defines a Chat Mapper Actor |
►CActorActionClip | |
CSlate.ActionClips.DialogueSystem.Bark | |
CSlate.ActionClips.DialogueSystem.BarkEnhanced | |
CSlate.ActionClips.DialogueSystem.Lua | |
CSlate.ActionClips.DialogueSystem.SequencerMessage | |
CSlate.ActionClips.DialogueSystem.SetQuestState | |
CSlate.ActionClips.DialogueSystem.ShowAlert | |
CSlate.ActionClips.DialogueSystem.StartConversation | |
CSlate.ActionClips.DialogueSystem.StopConversation | |
CPixelCrushers.DialogueSystem.ActorPicker | |
CPixelCrushers.DialogueSystem.DisplaySettings.AlertSettings | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.AllowedCategory | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.AllowedTemplate | |
CPixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.AltagramResponse | |
CPixelCrushers.DialogueSystem.StandardBarkUI.AnimationTransitions | |
CPixelCrushers.DialogueSystem.StandardUISelectorElements.AnimationTransitions | |
CPixelCrushers.DialogueSystem.StandardUsableUI.AnimationTransitions | |
CPixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProBarkUIAnimator.AnimationTransitions | |
CPixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProQuestLogWindow.AnimationTransitions | |
CPixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProSelectorDisplay.AnimationTransitions | |
CPixelCrushers.DialogueSystem.TextMeshProSupport.UsableTextMeshPro.AnimationTransitions | |
CPixelCrushers.DialogueSystem.UnityUIBarkUI.AnimationTransitions | |
CPixelCrushers.DialogueSystem.UnityUIQuestLogWindow.AnimationTransitions | |
CPixelCrushers.DialogueSystem.UnityUISelectorDisplay.AnimationTransitions | |
CPixelCrushers.DialogueSystem.UsableUnityUI.AnimationTransitions | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.ApplicationDefinitionType | |
CPixelCrushers.DialogueSystem.ArcweaveSupport.ArcweaveImportWindowDisabled | |
CLanguage.Lua.Args | |
CPixelCrushers.DialogueSystem.Articy.ArticyConverterWindowDisabled | |
►CPixelCrushers.DialogueSystem.Asset | The base class of all assets such as actors, conversations, items, locations and variables found in a DialogueDatabase |
CPixelCrushers.DialogueSystem.Actor | An actor asset in a DialogueDatabase |
CPixelCrushers.DialogueSystem.Conversation | A conversation asset |
CPixelCrushers.DialogueSystem.Item | An item asset |
CPixelCrushers.DialogueSystem.Location | A location asset |
CPixelCrushers.DialogueSystem.Variable | A user variable asset |
CPixelCrushers.DialogueSystem.AssetBundleManager | This class manages a list of asset bundles |
CPixelCrushers.DialogueSystem.ChatMapper.Assets | Contains all chat mapper elements (e.g., actors, locations, dialogue entries, etc) |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.AssetType | |
CPixelCrushers.AssetUtility | |
CPixelCrushers.DialogueSystem.PersistentDataManager.AsyncRawDataOperation | |
CPixelCrushers.DialogueSystem.PersistentDataManager.AsyncSaveOperation | |
►CSystem.Attribute | |
CPixelCrushers.DialogueSystem.CustomFieldTypeService.Name | Optional attribute |
CPixelCrushers.DialogueSystem.SequencerCommandGroupAttribute | This optional attribute specifies a submenu name in which to organize a custom sequencer command |
CPixelCrushers.DialogueSystem.Aurora.AuroraConverterWindowDisabled | |
CPixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProResponseMenuControls.AutonumberSettings | |
CPixelCrushers.DialogueSystem.UnityUITypewriterEffect.AutoScrollSettings | |
CPixelCrushers.DialogueSystem.UnityGUI.AutoSize | Specifies a control's auto-size settings |
CPixelCrushers.DialogueSystem.BarkController | BarkController is a static utility class provides a method to make characters bark |
CPixelCrushers.DialogueSystem.DialogueSystemEvents.BarkEvents | |
CPixelCrushers.DialogueSystem.BarkHistory | Keeps track of a character's current bark |
CPixelCrushers.DialogueSystem.DisplaySettings.BarkSettings | |
CPixelCrushers.DialogueSystem.DialogueActor.BarkUISettings | |
►CBaseData | |
CMakinom.ConversationData | Conversation data for the Dialogue System's conversation schematic nodes |
CLanguage.Lua.Library.BaseLib | |
►CBaseSchematicCheckNode | |
CMakinom.Schematics.Nodes.CheckConversationActiveNode | Checks if a conversation is active right now |
►CBaseSchematicNode | |
CMakinom.Schematics.Nodes.BarkNode | This node starts a Dialogue System bark |
CMakinom.Schematics.Nodes.LuaNode | This node runs Lua code in the Dialogue System's Lua environment |
CMakinom.Schematics.Nodes.PlaySequenceNode | This node plays a Dialogue System sequence |
CMakinom.Schematics.Nodes.ShowAlertNode | This node shows a Dialogue System alert message |
CMakinom.Schematics.Nodes.StartConversationNode | This node starts a Dialogue System conversation |
CPixelCrushers.DialogueSystem.FaceFXSupport.FaceFXControllerScriptGUI.BoneTransform | |
►CBool_Value | |
CPixelCrushers.DialogueSystem.plyGame.DoesConversationHaveValidEntries_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.IsConversationActive_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.IsQuestAbandonable_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.IsQuestTrackingEnabled_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.IsSequencePlaying_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.StopSequence_plyBlock | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.BooleanPropertyDefinitionType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.BooleanPropertyType | |
►CButtonActivated | |
CPixelCrushers.DialogueSystem.CorgiEngineSupport.ConversationZone | Add this class to an empty GameObject |
CPixelCrushers.DialogueSystem.TopDownEngineSupport.UseOnButtonActivated | This is a TopDown ButtonActivated component that invokes OnUse on any Dialogue System triggers |
CPixelCrushers.DialogueSystem.DisplaySettings.CameraSettings | |
CPixelCrushers.DialogueSystem.Celtx3ImportWindowDisabled | |
CPixelCrushers.DialogueSystem.CeltxImportWindowDisabled | |
CPixelCrushers.DialogueSystem.CharacterInfo | Contains information about a conversation participant that the dialogue UI or Sequencer may need |
CPixelCrushers.DialogueSystem.CharacterTypeUtility | A static tool class for working with CharacterType |
CPixelCrushers.DialogueSystem.ChatMapperExporter | This part of the Dialogue Editor window contains the Chat Mapper export code |
CPixelCrushers.DialogueSystem.ChatMapper.ChatMapperProject | Defines an XML-serializable Chat Mapper project |
CPixelCrushers.DialogueSystem.ChatMapperToDialogueDatabase | This static utility class converts Chat Mapper projects to dialogue databases |
CPixelCrushers.DialogueSystem.ChatMapper.ChatMapperUtility | To allow for platform-dependent compilation, these methods have been moved out of ChatMapperProject.cs, which is precompiled into a DLL |
CPixelCrushers.CheckInputManagerSettings | This script runs when Unity starts or reloads assemblies after compilation |
CLanguage.Lua.Chunk | |
►CCinemaActorEvent | |
CPixelCrushers.DialogueSystem.CinemaDirector.BarkEvent | Bark event for Cinema Director |
CPixelCrushers.DialogueSystem.CinemaDirector.LuaEvent | Bark event for Cinema Director |
CPixelCrushers.DialogueSystem.CinemaDirector.StartConversationEvent | Start Conversation event for Cinema Director |
CPixelCrushers.DialogueSystem.CinemaDirector.StopConversationEvent | Stop Conversation event for Cinema Director |
►CCinemaGlobalEvent | |
CPixelCrushers.DialogueSystem.CinemaDirector.ShowAlertEvent | Show Alert event for Cinema Director |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.CircleType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.CommentType | |
CPixelCrushers.ComponentUtility | Utility functions for working with components |
CPixelCrushers.DialogueSystem.Condition | Conditions are used to selectively run actions |
CPixelCrushers.DialogueSystem.ConditionEditor | This custom editor for Condition uses LuaConditionWizard |
CPixelCrushers.DialogueSystem.ConditionPriorityUtility | A static tool class for working with ConditionPriority |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.ConditionType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.ConnectionRefType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.ConnectionType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.ContentType | |
CPixelCrushers.DialogueSystem.ChatMapper.Conversation | Defines a Chat Mapper Conversation |
CPixelCrushers.DialogueSystem.ConversationController | Mediates between a ConversationModel (data) and ConversationView (user interface) to run a conversation |
CPixelCrushers.DialogueSystem.DialogueSystemEvents.ConversationEvents | |
CPixelCrushers.DialogueSystem.ConversationModel | Handles logic for the data model of a conversation |
CPixelCrushers.DialogueSystem.ConversationOverrideDisplaySettings | |
CPixelCrushers.DialogueSystem.ConversationPicker | |
CPixelCrushers.DialogueSystem.ConversationState | The current state of a conversation, which can also be thought of as the current position in the dialogue tree |
COpsive.UltimateCharacterController.Character.Abilities.Converse.ConversingStateNames | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.CoordinatesType | |
CPixelCrushers.CoroutineUtility | Utility functions for working with coroutines |
CPixelCrushers.DialogueSystem.CSVExporter | This part of the Dialogue Editor window contains the CSV export code |
CPixelCrushers.CSVUtility | |
CPixelCrushers.CursorControl | Methods to hide and show the cursor |
►CCustomActionEditor | |
CPixelCrushers.DialogueSystem.PlayMaker.CustomActionEditorBark | |
CPixelCrushers.DialogueSystem.PlayMaker.CustomActionEditorDoesConversationHaveValidEntries | |
CPixelCrushers.DialogueSystem.PlayMaker.CustomActionEditorRunLua | |
CPixelCrushers.DialogueSystem.PlayMaker.CustomActionEditorStartConversation | |
►CPixelCrushers.DialogueSystem.CustomFieldType | The abstract base custom field type |
CPixelCrushers.DialogueSystem.CustomFieldType_Actor | |
CPixelCrushers.DialogueSystem.CustomFieldType_Boolean | |
CPixelCrushers.DialogueSystem.CustomFieldType_Files | |
CPixelCrushers.DialogueSystem.CustomFieldType_Item | |
CPixelCrushers.DialogueSystem.CustomFieldType_Localization | |
CPixelCrushers.DialogueSystem.CustomFieldType_Location | |
CPixelCrushers.DialogueSystem.CustomFieldType_Number | |
CPixelCrushers.DialogueSystem.CustomFieldType_QuestState | |
CPixelCrushers.DialogueSystem.CustomFieldType_Text | |
CPixelCrushers.DialogueSystem.CustomFieldTypeService | This class manages custom field types |
CPixelCrushers.DialogueSystem.CustomLuaFunctionInfoRecord | |
►CCutsceneEditor | |
CAC.LuaVarChangeWatcherEditor | |
CPixelCrushers.ActiveSaver.Data | |
CPixelCrushers.AnimatorSaver.Data | |
CPixelCrushers.DialogueSystem.ARPGSupport.DSSaveLoad.Data | |
CPixelCrushers.DialogueSystem.ConversationStateSaver.Data | |
CPixelCrushers.EnabledSaver.Data | |
CPixelCrushers.MultiActiveSaver.Data | |
CPixelCrushers.MultiEnabledSaver.Data | |
CDatabase | |
CPixelCrushers.DialogueSystem.DatabaseManager | Manages a master DialogueDatabase and its data in the global Lua environment |
CPixelCrushers.DialogueSystem.DatabaseMerger | This static utility class merges the contents of a dialogue database into another dialogue database |
CPixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.DatabaseStats | |
CPixelCrushers.DialogueSystem.DatabaseUtility | This static utility class for working with dialogue databases |
►CDecoratorDrawer | |
CPixelCrushers.HelpBoxAttributeDrawer | |
CPixelCrushers.DestructibleSaver.DestructibleData | |
CPixelCrushers.DialogueSystem.ChatMapper.DialogEntry | Defines a Chat Mapper DialogEntry |
CPixelCrushers.DialogueSystem.DialogueDatabaseEditorTools | |
CPixelCrushers.DialogueSystem.DialogueDatabaseLocalizationImporter | Imports CSV files created by Dialogue Editor's Database section > Localization Export/Import |
CPixelCrushers.DialogueSystem.DialogueDebug | A simple static class to keep track of a global debug level setting for Dialogue System log messages |
CPixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorPrefs | |
CPixelCrushers.DialogueSystem.DialogueEditorStyles | GUI styles, images, etc., used by the custom editors |
CPixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorVariableView | Handles the variables list view in the Dialogue Editor window and the separate Variable View window |
CPixelCrushers.DialogueSystem.DialogueEntry | A dialogue entry is a single line of dialogue in a Conversation, with a list of links to possible responses (see Link) |
CPixelCrushers.DialogueSystem.DialogueEntryPicker | Utility class to choose a dialogue entry ID using a dropdown menu |
CPixelCrushers.DialogueSystem.SMSDialogueUI.DialogueEntryRecord | |
CPixelCrushers.DialogueSystem.DialogueEntrySceneEvent | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.DialogueFragmentType | |
CPixelCrushers.DialogueSystem.DialogueLua | A static class that adds additional Chat Mapper-related functionality to the Lua environment, since Chat Mapper projects can define conditions and actions in Lua, modify Lua variables, and use Chat Mapper-specific Lua functions |
CPixelCrushers.DialogueSystem.DialogueManager | A static class that provides a simplified interface to the Dialogue System's core functions |
CPixelCrushers.DialogueSystem.DialogueSystem1xTo2xUpdater | |
CPixelCrushers.DialogueSystem.DialogueSystemAssetRenamerUtility | Renames Dialogue System database assets (e.g., variables) across databases, prefabs, and asset files |
CPixelCrushers.DialogueSystem.DialogueSystemControllerHierarchyIcon | Draws the Dialogue Manager icon in the Hierarchy view |
CPixelCrushers.DialogueSystem.DialogueSystemFields | Special field names used in the Dialogue System |
CPixelCrushers.DialogueSystem.DialogueSystemMenuItems | This class defines the menu items in the Dialogue System menu, except for custom Editor Windows which define their own menu items |
CPixelCrushers.DialogueSystem.DialogueSystemMessages | The Dialogue System may send these messages using SendMessage or BroadcastMessage |
CPixelCrushers.DialogueSystem.PlayMaker.DialogueSystemPlayMakerTools | Utility functions for Dialogue System PlayMaker integration |
CPixelCrushers.DialogueSystem.TopdownKitSupport.DialogueSystemSaveData | Use this script to include Dialogue System data in Top-down RPG Starter Kit's saved games |
CPixelCrushers.DialogueSystem.TopdownKitSupport.DialogueSystemTopdownKitMenuItems | |
CPixelCrushers.DialogueSystem.DialogueTime | A static wrapper class for the built-in Time class |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.DialogueType | |
CPixelCrushers.DictionaryExtensions | Extension methods for generic dictionaries |
CPixelCrushers.DialogueSystem.DisplaySettings | Display settings to apply to the dialogue UI and sequencer |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.DocumentType | |
CDSRewardAuthorization | |
►CEditor | |
CPixelCrushers.DialogueSystem.AdventureCreatorSupport.AdventureCreatorBridgeEditor | |
CPixelCrushers.DialogueSystem.AlertTriggerEditor | |
CPixelCrushers.DialogueSystem.BarkGroupManagerEditor | Custom editor for BarkGroupManager that shows the current membership of bark group members |
CPixelCrushers.DialogueSystem.BarkOnDialogueEventEditor | |
►CPixelCrushers.DialogueSystem.BarkOnIdleEditor | |
CPixelCrushers.DialogueSystem.InkSupport.BarkInkOnIdleEditor | |
CPixelCrushers.DialogueSystem.BarkTriggerEditor | |
CPixelCrushers.DialogueSystem.ConditionObserverEditor | |
CPixelCrushers.DialogueSystem.ConversationTriggerEditor | |
CPixelCrushers.DialogueSystem.DialogueActorEditor | |
CPixelCrushers.DialogueSystem.DialogueDatabaseEditor | Custom inspector editor for dialogue database assets |
CPixelCrushers.DialogueSystem.DialogueSystemControllerEditor | Custom inspector editor for DialogueSystemController (e.g., Dialogue Manager) |
►CPixelCrushers.DialogueSystem.DialogueSystemTriggerEditor | |
CPixelCrushers.DialogueSystem.InkSupport.DialogueSystemInkTriggerEditor | |
CPixelCrushers.DialogueSystem.FaceFXSupport.FaceFXControllerScriptGUI | |
CPixelCrushers.DialogueSystem.I2Support.DialogueSystemUseI2LanguageEditor | |
CPixelCrushers.DialogueSystem.LocalizedTextTableEditor | Custom inspector editor for localized text tables |
CPixelCrushers.DialogueSystem.LuaTriggerEditor | |
CPixelCrushers.DialogueSystem.PersistentActiveDataEditor | |
CPixelCrushers.DialogueSystem.PersistentActiveDataMultipleEditor | |
CPixelCrushers.DialogueSystem.QuestTriggerEditor | |
►CPixelCrushers.DialogueSystem.ReferenceDatabaseDialogueEventEditor | This is a base class for most of the "On dialogue event" editors |
CPixelCrushers.DialogueSystem.LuaOnDialogueEventEditor | |
CPixelCrushers.DialogueSystem.SendMessageOnDialogueEventEditor | |
CPixelCrushers.DialogueSystem.SetActiveOnDialogueEventEditor | |
CPixelCrushers.DialogueSystem.SetAnimationOnDialogueEventEditor | |
CPixelCrushers.DialogueSystem.SetAnimatorStateOnDialogueEventEditor | |
CPixelCrushers.DialogueSystem.SetComponentEnabledOnDialogueEventEditor | |
CPixelCrushers.DialogueSystem.SetEnabledOnDialogueEventEditor | |
CPixelCrushers.DialogueSystem.SetQuestStateOnDialogueEventEditor | |
CPixelCrushers.DialogueSystem.StartConversationOnDialogueEventEditor | |
CPixelCrushers.DialogueSystem.StartSequenceOnDialogueEventEditor | |
CPixelCrushers.DialogueSystem.SelectorUseStandardUIElementsEditor | |
CPixelCrushers.DialogueSystem.SequenceTriggerEditor | |
CPixelCrushers.DialogueSystem.SequencerShortcutsEditor | |
CPixelCrushers.DialogueSystem.StandardUIMenuPanelEditor | |
CPixelCrushers.DialogueSystem.StandardUIQuestTrackerEditor | Custom editor for StandardUIQuestTracker that adds a button to clear the visibility PlayerPrefs key |
CPixelCrushers.DialogueSystem.StandardUISubtitlePanelEditor | |
CPixelCrushers.DialogueSystem.StartConversationEditor | |
CPixelCrushers.DialogueSystem.UFPSSupport.FPPlayerLuaBridgeEditor | |
CPixelCrushers.DiskSavedGameDataStorerEditor | |
CPixelCrushers.InputDeviceManagerEditor | |
CPixelCrushers.MessageEventsEditor | |
CPixelCrushers.PlayerPrefsSavedGameDataStorerEditor | |
CPixelCrushers.SaverEditor | |
CPixelCrushers.TextTableEditor | |
CPixelCrushers.TimedEventEditor | |
CPixelCrushers.UILocalizationManagerEditor | |
CPixelCrushers.EditorGUIZoomArea | |
CPixelCrushers.DialogueSystem.EditorTools | Utility functions used by the Dialogue System's custom editors |
►CEditorWindow | |
CPixelCrushers.DialogueSystem.AbstractConverterWindow< T > | This is a base class for custom converter windows |
CPixelCrushers.DialogueSystem.CameraAngleEditor | This Camera Angle Editor window helps you create camera angle prefabs that you can use with the Sequencer |
CPixelCrushers.DialogueSystem.ChatMapperConverter | The Chat Mapper Converter editor window converts a Chat Mapper project into a DialogueDatabase asset |
CPixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow | This part of the Dialogue Editor window handles conversation templates |
CPixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow | This part of the Dialogue Editor window handles conversation templates |
CPixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow | This part of the Dialogue Editor window handles conversation templates |
CPixelCrushers.DialogueSystem.DialogueEditor.VariableViewWindow | This utility window acts like a subset of the Dialogue Editor that shows only variables |
CPixelCrushers.DialogueSystem.DialogueManagerWizard | This wizard sets up the Dialogue Manager object |
CPixelCrushers.DialogueSystem.DialogueSystemAssetRenamerWindow | Renames Dialogue System database assets (e.g., variables) across databases, prefabs, and asset files |
CPixelCrushers.DialogueSystem.EditModePlayerWindow | |
CPixelCrushers.DialogueSystem.I2Support.DSToI2Window | Editor window to copy fields between a Dialogue System dialogue database and/or localized text table and I2 Localization |
CPixelCrushers.DialogueSystem.LocalizationToolsWindow | Extra localization tools for dialogue databases |
CPixelCrushers.DialogueSystem.NPCSetupWizard | NPC setup wizard |
CPixelCrushers.DialogueSystem.PlayerSetupWizard | Player setup wizard |
CPixelCrushers.DialogueSystem.RTVoiceGenerateAudioFilesWindow | Editor utility to use RT-Voice to generate and save audio files for the lines of dialogue in a dialogue database |
CPixelCrushers.DialogueSystem.UniqueIDWindow | |
CPixelCrushers.DialogueSystem.WelcomeWindow | This is the Dialogue System welcome window |
CPixelCrushers.TextTableEditorWindow | Custom editor window for TextTable |
CPixelCrushers.TextTableMassExportImportWindow | Custom editor window for mass exporting text tables to CSV |
CPixelCrushers.DialogueSystem.EditorWindowTools | Utility methods for custom editors |
CPixelCrushers.DialogueSystem.DialogueEditor.EditorZoomArea | |
CLanguage.Lua.ElseifBlock | |
CPixelCrushers.DialogueSystem.Emphasis | Specifies special text formatting for a substring |
CPixelCrushers.DialogueSystem.EmphasisSetting | An emphasis setting specifies a text style |
CPixelCrushers.EnablePhysics2DMenuItem | |
CPixelCrushers.EncodingTypeTools | |
CPixelCrushers.EncryptionUtility | |
►CEntity | |
CPlayer | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.EntityType | |
CPixelCrushers.DialogueSystem.EntryGroup | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.EnumerationPropertyDefinitionType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.EnumerationValuesDefinitionType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.EnumPropertyType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.EnumValueType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.ErrorEntryType | |
►CEventArgs | |
CPixelCrushers.DialogueSystem.SelectedResponseEventArgs | When the player selects a response, these event arguments are passed back from the dialogue UI |
CPixelCrushers.DialogueSystem.PlayMaker.DialogueSystemEventsToPlayMaker.EventData | |
►CException | |
CLanguage.Lua.LuaError | |
CLanguage.Lua.LuaFunctionCallException | |
►CSystem.Exception | |
CPixelCrushers.DialogueSystem.ParserException | Custom exception for parser errors |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.ExportErrorsType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.ExportType | |
►CLanguage.Lua.Expr | |
CLanguage.Lua.OperatorExpr | |
CLanguage.Lua.OperatorExpr | |
►CLanguage.Lua.Term | |
►CLanguage.Lua.BaseExpr | |
CLanguage.Lua.GroupExpr | |
CLanguage.Lua.GroupExpr | |
CLanguage.Lua.VarName | |
CLanguage.Lua.VarName | |
CLanguage.Lua.BoolLiteral | |
CLanguage.Lua.BoolLiteral | |
CLanguage.Lua.FunctionValue | |
CLanguage.Lua.FunctionValue | |
CLanguage.Lua.NilLiteral | |
CLanguage.Lua.NilLiteral | |
CLanguage.Lua.NumberLiteral | |
CLanguage.Lua.NumberLiteral | |
CLanguage.Lua.Operation | Represent Unary or Binary Operation, for Unary Operation the LeftOperand is not used |
CLanguage.Lua.PrimaryExpr | |
CLanguage.Lua.PrimaryExpr | |
CLanguage.Lua.StringLiteral | |
CLanguage.Lua.StringLiteral | |
CLanguage.Lua.TableConstructor | |
CLanguage.Lua.TableConstructor | |
CLanguage.Lua.VariableArg | |
CLanguage.Lua.VariableArg | |
CLanguage.Lua.Term | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.ExternalApplicationsType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.FeatureDefinitionRefType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.FeatureDefinitionsType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.FeatureDefinitionType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.FeaturesType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.FeatureType | |
►CLanguage.Lua.Field | |
CLanguage.Lua.ItemValue | |
CLanguage.Lua.KeyValue | |
CLanguage.Lua.NameValue | |
CPixelCrushers.DialogueSystem.ChatMapper.Field | Defines a Chat Mapper field |
CPixelCrushers.DialogueSystem.Field | Assets are composed primarily of data elements called fields |
CPixelCrushers.TextTable.FieldKeyValuePair | |
CPixelCrushers.DialogueSystem.I2Support.FieldSelectionDictionary | |
CLanguage.Lua.Library.FileLib | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.FillType | |
CPixelCrushers.DialogueSystem.UnityGUI.Fit | Specifies how to fit a control in with its siblings |
►CFloat_Value | |
CPixelCrushers.DialogueSystem.plyGame.GetRelationship_plyBlock | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.FlowFragmentType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.FlowSettingsType | |
CPixelCrushers.DialogueSystem.I2Support.FoldoutInfo | |
CPixelCrushers.DialogueSystem.ConditionObserverEditor.Foldouts | |
CPixelCrushers.DialogueSystem.DialogueSystemControllerEditor.Foldouts | |
CPixelCrushers.DialogueSystem.DialogueSystemTriggerEditor.Foldouts | |
CPixelCrushers.LocalizedFonts.FontForLanguage | |
CPixelCrushers.DialogueSystem.FormattedText | A line of text including formatting |
►CFsmStateAction | |
CPixelCrushers.DialogueSystem.PlayMaker.AddDialogueDatabase | |
CPixelCrushers.DialogueSystem.PlayMaker.AddQuest | |
CPixelCrushers.DialogueSystem.PlayMaker.AddQuestEntry | |
CPixelCrushers.DialogueSystem.PlayMaker.ApplyPersistentData | |
CPixelCrushers.DialogueSystem.PlayMaker.ApplySavegameData | |
CPixelCrushers.DialogueSystem.PlayMaker.Bark | |
CPixelCrushers.DialogueSystem.PlayMaker.DecRelationship | |
CPixelCrushers.DialogueSystem.PlayMaker.DeleteQuest | |
CPixelCrushers.DialogueSystem.PlayMaker.DoesConversationHaveValidEntries | |
CPixelCrushers.DialogueSystem.PlayMaker.GetActorName | |
CPixelCrushers.DialogueSystem.PlayMaker.GetAllLuaElements | |
CPixelCrushers.DialogueSystem.PlayMaker.GetCurrentConversationInfo | |
CPixelCrushers.DialogueSystem.PlayMaker.GetLastConversationEnded | |
CPixelCrushers.DialogueSystem.PlayMaker.GetLastConversationStarted | |
CPixelCrushers.DialogueSystem.PlayMaker.GetLocalizedText | |
CPixelCrushers.DialogueSystem.PlayMaker.GetLuaField | |
CPixelCrushers.DialogueSystem.PlayMaker.GetPortraitImage | |
CPixelCrushers.DialogueSystem.PlayMaker.GetQuestAbandonSequence | |
CPixelCrushers.DialogueSystem.PlayMaker.GetQuestCount | |
CPixelCrushers.DialogueSystem.PlayMaker.GetQuestDescription | |
CPixelCrushers.DialogueSystem.PlayMaker.GetQuestEntry | |
CPixelCrushers.DialogueSystem.PlayMaker.GetQuestEntryCount | |
CPixelCrushers.DialogueSystem.PlayMaker.GetQuestEntryState | |
CPixelCrushers.DialogueSystem.PlayMaker.GetQuestState | |
CPixelCrushers.DialogueSystem.PlayMaker.GetRelationship | |
CPixelCrushers.DialogueSystem.PlayMaker.GetStatus | |
CPixelCrushers.DialogueSystem.PlayMaker.GetVariable | |
CPixelCrushers.DialogueSystem.PlayMaker.GetVariableType | |
CPixelCrushers.DialogueSystem.PlayMaker.IncRelationship | |
CPixelCrushers.DialogueSystem.PlayMaker.IsConversationActive | |
CPixelCrushers.DialogueSystem.PlayMaker.IsQuestAbandonable | |
CPixelCrushers.DialogueSystem.PlayMaker.IsQuestTrackingEnabled | |
CPixelCrushers.DialogueSystem.PlayMaker.IsSequencePlaying | |
CPixelCrushers.DialogueSystem.PlayMaker.JumpToEntry | |
CPixelCrushers.DialogueSystem.PlayMaker.LevelWillBeUnloaded | |
CPixelCrushers.DialogueSystem.PlayMaker.LoadGame | |
CPixelCrushers.DialogueSystem.PlayMaker.LoadLevel | |
CPixelCrushers.DialogueSystem.PlayMaker.Pause | |
CPixelCrushers.DialogueSystem.PlayMaker.PreloadDialogueUI | |
CPixelCrushers.DialogueSystem.PlayMaker.PreloadMasterDatabase | |
CPixelCrushers.DialogueSystem.PlayMaker.RecordPersistentData | |
CPixelCrushers.DialogueSystem.PlayMaker.RecordSavegameData | |
CPixelCrushers.DialogueSystem.PlayMaker.RemoveDialogueDatabase | |
CPixelCrushers.DialogueSystem.PlayMaker.ResetDialogueDatabase | |
CPixelCrushers.DialogueSystem.PlayMaker.ResetPersistentData | |
CPixelCrushers.DialogueSystem.PlayMaker.RunLua | |
CPixelCrushers.DialogueSystem.PlayMaker.SaveGame | |
CPixelCrushers.DialogueSystem.PlayMaker.SelectResponse | |
CPixelCrushers.DialogueSystem.PlayMaker.SendSequencerMessage | |
CPixelCrushers.DialogueSystem.PlayMaker.SetDefaultDialogueDatabase | |
CPixelCrushers.DialogueSystem.PlayMaker.SetDialogueActorPanel | |
CPixelCrushers.DialogueSystem.PlayMaker.SetDialogueUI | |
CPixelCrushers.DialogueSystem.PlayMaker.SetLanguage | |
CPixelCrushers.DialogueSystem.PlayMaker.SetLuaField | |
CPixelCrushers.DialogueSystem.PlayMaker.SetPortrait | |
CPixelCrushers.DialogueSystem.PlayMaker.SetQuestEntryState | |
CPixelCrushers.DialogueSystem.PlayMaker.SetQuestState | |
CPixelCrushers.DialogueSystem.PlayMaker.SetQuestTracking | |
CPixelCrushers.DialogueSystem.PlayMaker.SetRelationship | |
CPixelCrushers.DialogueSystem.PlayMaker.SetStatus | |
CPixelCrushers.DialogueSystem.PlayMaker.SetVariable | |
CPixelCrushers.DialogueSystem.PlayMaker.ShowAlert | |
CPixelCrushers.DialogueSystem.PlayMaker.StartConversation | |
CPixelCrushers.DialogueSystem.PlayMaker.StartSequence | |
CPixelCrushers.DialogueSystem.PlayMaker.StopConversation | |
CPixelCrushers.DialogueSystem.PlayMaker.StopSequence | |
CPixelCrushers.DialogueSystem.PlayMaker.SyncBool | |
CPixelCrushers.DialogueSystem.PlayMaker.SyncBoolArray | |
CPixelCrushers.DialogueSystem.PlayMaker.SyncFloat | |
CPixelCrushers.DialogueSystem.PlayMaker.SyncGameObject | |
CPixelCrushers.DialogueSystem.PlayMaker.SyncGameObjectArray | |
CPixelCrushers.DialogueSystem.PlayMaker.SyncInt | |
CPixelCrushers.DialogueSystem.PlayMaker.SyncIntArray | |
CPixelCrushers.DialogueSystem.PlayMaker.SyncQuaternionArray | |
CPixelCrushers.DialogueSystem.PlayMaker.SyncString | |
CPixelCrushers.DialogueSystem.PlayMaker.SyncStringArray | |
CPixelCrushers.DialogueSystem.PlayMaker.SyncVector3 | |
CPixelCrushers.DialogueSystem.PlayMaker.SyncVector3Array | |
CPixelCrushers.DialogueSystem.PlayMaker.Unpause | |
CPixelCrushers.DialogueSystem.PlayMaker.UpdateResponses | |
CLanguage.Lua.FunctionBody | |
CLanguage.Lua.FunctionName | |
CPixelCrushers.GameObjectUtility | Utility functions for working with GameObjects |
CPixelCrushers.GameTime | 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) |
CPixelCrushers.DialogueSystem.UnityGUI.GUIImageParams | Parameters for using GUI.DrawTexture[WithTexCoords] |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.HierarchyType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.HubType | |
►CPixelCrushers.DialogueSystem.IBarkUI | Interface for bark UI components |
►CPixelCrushers.DialogueSystem.AbstractBarkUI | This abstract class forms the base for many IBarkUI implementations |
►CPixelCrushers.DialogueSystem.StandardBarkUI | Standard UI implementation of IBarkUI |
CPixelCrushers.DialogueSystem.Wrappers.StandardBarkUI | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.UnityGUI.UnityBarkUI | Implements IBarkUI using Unity GUI to show bark text above a character's head |
CPixelCrushers.DialogueSystem.UnityGUI.Wrappers.UnityBarkUI | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.UnityUIBarkUI | Implements IBarkUI using Unity UI |
CPixelCrushers.DialogueSystem.Wrappers.UnityUIBarkUI | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.DeftlySupport.DeftlyFloatingTextBarkUI | This bark UI style uses Deftly's floating text |
CPixelCrushers.DialogueSystem.NGUISupport.NGUIBarkUI | Implements IBarkUI using NGUI to show bark text above a character's head |
CPixelCrushers.DialogueSystem.NGUISupport.NGUIHUDTextBarkUI | Implements IBarkUI using NGUI HUDText to show bark text above a character's head |
CPixelCrushers.DialogueSystem.TK2DSupport.TK2DBarkUI | Implements IBarkUI for 2D Toolkit |
CPixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProBarkUI | Implements IBarkUI using TextMeshPro |
►CPixelCrushers.DialogueSystem.TextlessBarkUI | A textless implementation of IBarkUI |
CPixelCrushers.DialogueSystem.Wrappers.TextlessBarkUI | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CIComparable | |
CPixelCrushers.DialogueSystem.QuestGroupRecord | Contains a quest title and its group name |
►CIComparer | |
CPixelCrushers.DialogueSystem.LinkUtility.PrioritySorter | Compares the ConditionPriority values of two Link assets |
►CIDeselectHandler | |
►CPixelCrushers.DeselectPreviousOnPointerEnter | This script deselects the previous selectable when the pointer enters this one |
CPixelCrushers.Wrappers.DeselectPreviousOnPointerEnter | This script deselects the previous selectable when the pointer enters this one |
►CPixelCrushers.DialogueSystem.IDialogueUI | Interface for dialogue UI components |
►CPixelCrushers.DialogueSystem.AbstractDialogueUI | This abstract class forms the base for many IDialogueUI implementations |
►CPixelCrushers.DialogueSystem.CanvasDialogueUI | This abstract subclass of AbstractDialogueUI is used for dialogue UIs that use a UI Canvas |
►CPixelCrushers.DialogueSystem.StandardDialogueUI | |
►CPixelCrushers.DialogueSystem.SMSDialogueUI | SMS-style dialogue UI |
CPixelCrushers.DialogueSystem.Wrappers.SMSDialogueUI | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.Wrappers.StandardDialogueUI | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProDialogueUI | This component implements IDialogueUI using TextMeshPro and Unity UI |
►CPixelCrushers.DialogueSystem.UnityUIDialogueUI | This component implements IDialogueUI using Unity UI |
►CPixelCrushers.DialogueSystem.UnityUIBarkSubtitleDialogueUI | This is a variation of UnityUIDialogueUI that uses the speaker's bark UI for subtitles |
CPixelCrushers.DialogueSystem.Wrappers.UnityUIBarkSubtitleDialogueUI | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.Wrappers.UnityUIDialogueUI | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.NGUISupport.NGUIDialogueUI | This component implements IDialogueUI using Tasharen Entertainment's NGUI |
CPixelCrushers.DialogueSystem.NGUISupport.NGUIDialogueBarkUI | This works just like NGUIDialogueUI except it uses the speaker's bark UI instead of the dialogue UI labels |
CPixelCrushers.DialogueSystem.TK2DSupport.TK2DDialogueUI | This component implements IDialogueUI using 2D Toolkit |
►CPixelCrushers.DialogueSystem.UnityGUI.UnityDialogueUI | This component implements IDialogueUI using Unity GUI |
CPixelCrushers.DialogueSystem.UnityGUI.Wrappers.UnityDialogueUI | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.BarkDialogueUI | This is an implementation of IDialogueUI that uses the participants' bark UIs to run a conversation |
CPixelCrushers.DialogueSystem.Wrappers.BarkDialogueUI | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CIEquatable | |
►CLanguage.Lua.LuaValue | |
CLanguage.Lua.LuaBoolean | |
►CLanguage.Lua.LuaFunction | |
CLanguage.Lua.LuaMethodFunction | [PixelCrushers] This class wraps the Lua Interpreter's LuaFunction around a C# style method identified by its MethodInfo |
CLanguage.Lua.LuaMultiValue | |
CLanguage.Lua.LuaNil | |
CLanguage.Lua.LuaNumber | |
CLanguage.Lua.LuaString | |
CLanguage.Lua.LuaTable | |
CLanguage.Lua.LuaUserdata | |
CPixelCrushers.StringField | A StringField is an object that can refer to a string, StringAsset, or field in a TextTable |
►CPixelCrushers.IEventSystemUser | Allows classes to have a reference to an EventSystem |
CPixelCrushers.DeselectPreviousOnPointerEnter | This script deselects the previous selectable when the pointer enters this one |
►CPixelCrushers.DialogueSystem.Selector | This component implements a selector that allows the player to target and use a usable object |
CPixelCrushers.DialogueSystem.Wrappers.Selector | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.StandardUIQuestLogWindow | This is the Standard UI implementation of the abstract QuestLogWindow class |
CPixelCrushers.DialogueSystem.Wrappers.StandardUIQuestLogWindow | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.UIButtonKeyTrigger | This script adds a key or button trigger to a Unity UI Selectable |
►CPixelCrushers.DialogueSystem.UIButtonKeyTrigger | This script adds a key or button trigger to a UIButton |
CPixelCrushers.DialogueSystem.Wrappers.UIButtonKeyTrigger | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.Wrappers.UIButtonKeyTrigger | This script adds a key or button trigger to a Unity UI Selectable |
►CPixelCrushers.UIPanel | Manages a UI panel |
►CPixelCrushers.DialogueSystem.StandardUIInputField | StandardDialogueUI input field implementation |
CPixelCrushers.DialogueSystem.Wrappers.StandardUIInputField | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.StandardUIMenuPanel | |
CPixelCrushers.DialogueSystem.Wrappers.StandardUIMenuPanel | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.StandardUISubtitlePanel | |
CPixelCrushers.DialogueSystem.Wrappers.StandardUISubtitlePanel | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.Wrappers.UIPanel | Manages a UI panel |
►CIInteractableMessage | |
CPixelCrushers.DialogueSystem.OpsiveUCCSupport.DialogueSystemTriggerInteractableTarget | This is a Dialogue System Trigger that serves as a UCC Interactable target |
►CIInteractableTarget | |
CPixelCrushers.DialogueSystem.OpsiveUCCSupport.DialogueSystemTriggerInteractableTarget | This is a Dialogue System Trigger that serves as a UCC Interactable target |
►CIJsonSerializable | |
CPixelCrushers.DialogueSystem.RPGKitSupport.RPGKitDialogueSystemData | Makes the Dialogue System's data serializable for RPG Kit's save system |
CPixelCrushers.DialogueSystem.UnityGUI.ImageAnimation | Specifies image animation settings |
►CPixelCrushers.IMessageHandler | Interface for MessageSystem message handlers |
►CPixelCrushers.DataSynchronizer | Uses the MessageSystem to keep data synchronized between a source and a listener |
CPixelCrushers.Wrappers.DataSynchronizer | This wrapper for PixelCrushers.DataSynchronizer keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.MessageEvents | Provides a in-editor way to listen for messages and invoke events when they occur, and to send a message on demand |
CPixelCrushers.Wrappers.MessageEvents | This wrapper for PixelCrushers.MessageEvents keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.InkSupport.InkEditorUtility | |
CPixelCrushers.DialogueSystem.InkSupport.InkEntrypoint | |
CPixelCrushers.InputDeviceManagerEditor.InputAxis | |
►CInputDeviceManagerRewired | |
CPixelCrushers.DialogueSystem.RewiredSupport.DialogueSystemRewired | This script tells the Dialogue System to use Rewired |
CPixelCrushers.DialogueSystem.DisplaySettings.InputSettings | |
CPixelCrushers.DialogueSystem.InputTrigger | Defines an input trigger using a key code and/or button name |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.InstructionType | |
►CInt_Value | |
CPixelCrushers.DialogueSystem.plyGame.GetQuestEntryCount_plyBlock | |
►CInteractable | |
CPixelCrushers.DialogueSystem.uSurvivalSupport.DialogueSystemInteractable | This uSurvival interactable runs a Dialogue System Trigger's OnUse() method when interacted with |
►CInventoryDetails | |
CPixelCrushers.DialogueSystem.InventoryEngineSupport.LocalizeInventoryDetails | This subclass of Inventory Engine's InventoryDetails component runs all text through Dialogue System localization |
CPixelCrushers.DialogueSystem.InventoryEngineSupport.LocalizeInventoryDetails | This subclass of Inventory Engine's InventoryDetails component runs all text through Dialogue System localization |
CLanguage.Lua.Library.IOLib | |
►CIPersistable | |
CPixelCrushers.DialogueSystem.plyGame.PersistableDialogueManager | This script implements plyGame's IPersistable interface to enable saving and loading of Dialogue System data |
►CIPointerEnterHandler | |
CPixelCrushers.DeselectPreviousOnPointerEnter | This script deselects the previous selectable when the pointer enters this one |
►CISaveData | |
CPixelCrushers.DialogueSystem.MakinomSupport.DialogueSystemMakinomBridge | This class provides a bridge between the Dialogue System and Makinom |
►CISelectHandler | |
►CPixelCrushers.DialogueSystem.StandardUIResponseButton | Response button for use with Standard Dialogue UI |
CPixelCrushers.DialogueSystem.Wrappers.StandardUIResponseButton | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CISerializationCallbackReceiver | |
CPixelCrushers.DialogueSystem.DialogueEditor.AssetFoldouts | |
CPixelCrushers.DialogueSystem.I2Support.DSToI2Prefs | Holds the DS To I2 window's current prefs, which are saved into EditorPrefs between editor sessions |
CPixelCrushers.DialogueSystem.InkSupport.InkSaverData | |
CPixelCrushers.DialogueSystem.UniqueIDWindowPrefs | This class manages the Unique ID Window prefs |
CPixelCrushers.SavedGameData | Holds the data for a saved game |
►CPixelCrushers.TextTable | A TextTable is a 2D table of languages and fields |
CPixelCrushers.Wrappers.TextTable | This wrapper for PixelCrushers.TextTable keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.TextTableField | A field in a TextTable |
►CISerializationSurrogate | |
CPixelCrushers.QuaternionSerializationSurrogate | Adds .NET serialization support for Quaternion |
CPixelCrushers.Vector3SerializationSurrogate | Adds .NET serialization support for Vector3 |
►CPixelCrushers.DialogueSystem.IStandardDialogueUI | This interface allows other dialogue UI implementations to work with code that normally affects StandardDialogueUIs |
CPixelCrushers.DialogueSystem.StandardDialogueUI | |
CPixelCrushers.DialogueSystem.ChatMapper.Item | Defines a Chat Mapper Item |
►CRog.Item | |
CPixelCrushers.DialogueSystem.RogSupport.QuestItem | This is just an empty Item class that you can use for quest items |
CPixelCrushers.DialogueSystem.ItemPicker | |
CPixelCrushers.DialogueSystem.uMMORPGSupport.DialogueSystemLootQuestInfo.ItemVariable | |
►CPixelCrushers.DialogueSystem.ITextFieldUI | Interface for text field UI components |
CPixelCrushers.DialogueSystem.NGUISupport.NGUITextFieldUI | NGUI text field UI implementation |
CPixelCrushers.DialogueSystem.StandardUIInputField | StandardDialogueUI input field implementation |
CPixelCrushers.DialogueSystem.TK2DSupport.TK2DTextFieldUI | This is an implementation of ITextFieldUI for TK2D |
►CPixelCrushers.DialogueSystem.UnityGUI.UnityTextFieldUI | This is a Unity GUI implementation of ITextFieldUI |
CPixelCrushers.DialogueSystem.UnityGUI.Wrappers.UnityTextFieldUI | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.UnityUITextFieldUI | Unity UI text field UI implementation |
CPixelCrushers.DialogueSystem.Wrappers.UnityUITextFieldUI | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.JourneyMethodReturnValuesType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.JourneyMethodReturnValueType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.JourneyPointSettingsType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.JourneyPointsType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.JourneyPointType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.JourneyRefType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.JourneySettingsType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.JourneyType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.JourneyVariable | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.JumpType | |
CPixelCrushers.TextTable.LanguageKeyValuePair | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.LanguageSetupType | |
CPixelCrushers.DialogueSystem.LanguageTextExporter | This part of the Dialogue Editor window contains the language text export code |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.LanguageType | |
CPixelCrushers.AnimatorSaver.LayerData | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.LayerFolderType | |
CPixelCrushers.DialogueSystem.SelectorUseStandardUIElements.LayerInfo | |
CPixelCrushers.DialogueSystem.ChatMapper.Link | Defines a Chat Mapper Link |
CPixelCrushers.DialogueSystem.Link | A link from one DialogueEntry (the origin) to another (the destination) |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.LinkStyleType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.LinkType | |
CPixelCrushers.DialogueSystem.LinkUtility | A static tool class for working with links (see Link) |
CPixelCrushers.DialogueSystem.LipSyncSupport.LipSyncDialogueTextExporter | |
CPixelCrushers.MessageSystem.ListenerInfo | |
CPixelCrushers.ListExtensions | Extension methods for generic lists |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.LocalizableTextPropertyType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.LocalizableTextType | |
CPixelCrushers.DialogueSystem.Localization | This static class contains localization methods and the current language as defined by a string (e.g., "es" for generic Spanish, "fr-CA" for French - Canadian) |
CPixelCrushers.DialogueSystem.DialogueDatabaseLocalizationImporter.LocalizationLanguages | |
CPixelCrushers.DialogueSystem.DisplaySettings.LocalizationSettings | |
CPixelCrushers.DialogueSystem.LocalizationToolsWindowPrefs | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.LocalizedStringType | |
CPixelCrushers.DialogueSystem.LocalizedTextTable.LocalizedTextField | |
CPixelCrushers.DialogueSystem.ChatMapper.Location | Defines a Chat Mapper Location |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.LocationAnchorsType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.LocationAnchorType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.LocationImageType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.LocationSettingsType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.LocationTextType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.LocationType | |
CPixelCrushers.LODManager.LOD | |
CPixelCrushers.DialogueSystem.Lua | A static class that provides a global Lua virtual machine |
CLanguage.Lua.LuaInterpreter | |
CLanguage.Lua.LuaInterpreterExtensions | |
CPixelCrushers.DialogueSystem.plyGame.LuaTableTools | |
CPixelCrushers.DialogueSystem.LuaTableWrapper | This is a Lua table wrapper for LuaInterpreter |
CPixelCrushers.DialogueSystem.LuaWatchers | This class maintains a list of watchers by watch frequency |
CPixelCrushers.DialogueSystem.LuaWatchItem | Watch item for Lua observers |
CPixelCrushers.DialogueSystem.LuaWatchList | This class maintains a list of watch items |
►CPixelCrushers.DialogueSystem.LuaWizardBase | This part of the Dialogue Editor window contains common code for the Conditions and Script wizards |
CPixelCrushers.DialogueSystem.LuaConditionWizard | This Lua condition wizard is meant to be called from a custom editor's OnInspectorGUI() method |
CPixelCrushers.DialogueSystem.LuaScriptWizard | This Lua script wizard is meant to be called from a custom editor's OnInspectorGUI() method |
CPixelCrushers.DialogueSystem.MakinomSupport.MakinomNodeTools | |
CLanguage.Lua.Library.MathLib | |
CPixelCrushers.TagMaskDrawer.MenuItemTagInfo | |
CPixelCrushers.MessageArgs | This struct is passed to listeners of the MessageSystem when a message is sent |
CPixelCrushers.MessageEvents.MessageEvent | |
CPixelCrushers.MessageSystem | General purpose message system |
CPixelCrushers.MessageEvents.MessageToSend | |
►CMMEventListener | |
CPixelCrushers.DialogueSystem.CorgiEngineSupport.DialogueSystemCorgiEventListener | Adds option to integrate Dialogue System saving with Corgi SaveLoadManager |
CPixelCrushers.DialogueSystem.CorgiEngineSupport.DialogueSystemCorgiEventListener | Adds option to integrate Dialogue System saving with Corgi SaveLoadManager |
CPixelCrushers.DialogueSystem.InventoryEngineSupport.DialogueSystemInventoryEventListener | Updates the quest tracker HUD and invokes a UnityEvent when an Inventory's content changes |
CPixelCrushers.DialogueSystem.InventoryEngineSupport.DialogueSystemInventoryEventListener | Updates the quest tracker HUD and invokes a UnityEvent when an Inventory's content changes |
CPixelCrushers.DialogueSystem.InventoryEngineSupport.DialogueSystemInventoryEventListener | Updates the quest tracker HUD and invokes a UnityEvent when an Inventory's content changes |
CPixelCrushers.DialogueSystem.InventoryEngineSupport.DialogueSystemInventoryEventListener | Updates the quest tracker HUD and invokes a UnityEvent when an Inventory's content changes |
CPixelCrushers.DialogueSystem.TopDownEngineSupport.DialogueSystemTopDownEventListener | Adds option to integrate Dialogue System saving with TopDown Engine SaveLoadManager |
CPixelCrushers.DialogueSystem.TopDownEngineSupport.DialogueSystemTopDownEventListener | Adds option to integrate Dialogue System saving with TopDown Engine SaveLoadManager |
►CMonoBehaviour | |
►CPixelCrushers.AlwaysFaceCamera | Always keeps the GameObject facing the main camera |
►CPixelCrushers.DialogueSystem.AlwaysFaceCamera | |
CPixelCrushers.DialogueSystem.Wrappers.AlwaysFaceCamera | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.Wrappers.AlwaysFaceCamera | This wrapper for PixelCrushers.AlwaysFaceCamera keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.AutoSaveLoad | Auto-saves when the game closes and auto-loads when the game opens |
CPixelCrushers.Wrappers.AutoSaveLoad | This wrapper for PixelCrushers.AutoSaveLoad keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.CheckPhysics2D | Checks if the scripting symbol USE_PHYSICS2D is defined |
CPixelCrushers.Wrappers.CheckPhysics2D | This wrapper for PixelCrushers.CheckPhysics2D keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DataSerializer | Abstract base class for serializers that serialize objects to strings and deserialize strings back into objects |
►CPixelCrushers.BinaryDataSerializer | Implementation of DataSerializer that uses BinaryFormatter |
CPixelCrushers.Wrappers.BinaryDataSerializer | This wrapper for PixelCrushers.BinaryDataSerializer keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.JsonDataSerializer | Implementation of DataSerializer that uses JsonUtility |
CPixelCrushers.Wrappers.JsonDataSerializer | This wrapper for PixelCrushers.JsonDataSerializer keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DataSynchronizer | Uses the MessageSystem to keep data synchronized between a source and a listener |
CPixelCrushers.DeselectPreviousOnPointerEnter | This script deselects the previous selectable when the pointer enters this one |
CPixelCrushers.DialogueSystem.ARPGSupport.ARPGBridge | This provides a data bridge between ARPG and the Dialogue System |
CPixelCrushers.DialogueSystem.ARPGSupport.DSGameOverC | |
CPixelCrushers.DialogueSystem.ARPGSupport.DSTeleporter | Replaces ARPG's teleporter to also tie in the Dialogue System |
CPixelCrushers.DialogueSystem.ARPGSupport.DisableCheckKey | Disables the "[E] check" key for ShopC and QuestTriggerC by sending fake "OnTriggerExit" messages to them |
CPixelCrushers.DialogueSystem.ARPGSupport.PauseARPGCameraOnConversation | Pauses ARPG camera control during conversations |
CPixelCrushers.DialogueSystem.ARPGSupport.PersistentPlayerSpawner | NOTE: THIS SCRIPT IS NO LONGER USED |
CPixelCrushers.DialogueSystem.ARPGSupport.SetCursorOnStart | Shows or hides the mouse cursor on start |
CPixelCrushers.DialogueSystem.ARPGSupport.StopPlayerMecanimOnConversation | Stops ARPG's player mecanim on conversations |
CPixelCrushers.DialogueSystem.AbstractBarkUI | This abstract class forms the base for many IBarkUI implementations |
CPixelCrushers.DialogueSystem.AbstractDialogueUI | This abstract class forms the base for many IDialogueUI implementations |
►CPixelCrushers.DialogueSystem.AbstractTypewriterEffect | This is an abstract base typewriter class |
►CPixelCrushers.DialogueSystem.TextMeshProTypewriterEffect | |
CPixelCrushers.DialogueSystem.Wrappers.TextMeshProTypewriterEffect | |
►CPixelCrushers.DialogueSystem.UnityUITypewriterEffect | This is a typewriter effect for Unity UI |
CPixelCrushers.DialogueSystem.Wrappers.UnityUITypewriterEffect | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.AbstractUsableUI | This abstract class forms the base for StandardUsableUI and UsableUnityUI |
►CPixelCrushers.DialogueSystem.StandardUsableUI | Replaces the Selector/ProximitySelector's OnGUI method with a method that enables or disables UI controls |
CPixelCrushers.DialogueSystem.Wrappers.StandardUsableUI | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.UsableUnityUI | Replaces the Selector/ProximitySelector's OnGUI method with a method that enables or disables new Unity UI controls |
CPixelCrushers.DialogueSystem.Wrappers.UsableUnityUI | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.ActOnDialogueEvent | Deprecated by DialogueSystemTrigger |
►CPixelCrushers.DialogueSystem.BarkOnDialogueEvent | Deprecated by DialogueSystemTrigger |
CPixelCrushers.DialogueSystem.Wrappers.BarkOnDialogueEvent | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.CinemachineCameraPriorityOnDialogueEvent | |
CPixelCrushers.DialogueSystem.Wrappers.CinemachineCameraPriorityOnDialogueEvent | |
►CPixelCrushers.DialogueSystem.LuaOnDialogueEvent | Deprecated by DialogueSystemTrigger |
CPixelCrushers.DialogueSystem.Wrappers.LuaOnDialogueEvent | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.SendMessageOnDialogueEvent | Deprecated by DialogueSystemTrigger |
CPixelCrushers.DialogueSystem.Wrappers.SendMessageOnDialogueEvent | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.SetActiveOnDialogueEvent | Deprecated by DialogueSystemTrigger |
CPixelCrushers.DialogueSystem.Wrappers.SetActiveOnDialogueEvent | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.SetAnimationOnDialogueEvent | Deprecated by DialogueSystemTrigger |
CPixelCrushers.DialogueSystem.Wrappers.SetAnimationOnDialogueEvent | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.SetAnimatorStateOnDialogueEvent | Deprecated by DialogueSystemTrigger |
CPixelCrushers.DialogueSystem.Wrappers.SetAnimatorStateOnDialogueEvent | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.SetComponentEnabledOnDialogueEvent | Deprecated by DialogueSystemTrigger |
CPixelCrushers.DialogueSystem.Wrappers.SetComponentEnabledOnDialogueEvent | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.SetEnabledOnDialogueEvent | Deprecated by DialogueSystemTrigger |
CPixelCrushers.DialogueSystem.Wrappers.SetEnabledOnDialogueEvent | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.SetQuestStateOnDialogueEvent | Deprecated by DialogueSystemTrigger |
CPixelCrushers.DialogueSystem.Wrappers.SetQuestStateOnDialogueEvent | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.StartConversationOnDialogueEvent | Deprecated by DialogueSystemTrigger |
CPixelCrushers.DialogueSystem.Wrappers.StartConversationOnDialogueEvent | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.StartSequenceOnDialogueEvent | Deprecated by DialogueSystemTrigger |
CPixelCrushers.DialogueSystem.Wrappers.StartSequenceOnDialogueEvent | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.ActorSubtitleColor | Uses a specified text color for subtitle lines spoken by the actor |
CPixelCrushers.DialogueSystem.Wrappers.ActorSubtitleColor | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.AdventureCreatorSupport.AdventureCreatorBridge | This component synchronizes Adventure Creator data with Dialogue System data |
CPixelCrushers.DialogueSystem.AdventureCreatorSupport.FitUIToAspectRatio | Fits a fullscreen Unity UI panel into AC's aspect ratio |
CPixelCrushers.DialogueSystem.AdventureCreatorSupport.ShowGameState | This is a tiny utility script to show AC's current game state |
►CPixelCrushers.DialogueSystem.AnimatedPortrait | Specifies the animated portrait to use for this actor |
CPixelCrushers.DialogueSystem.Wrappers.AnimatedPortrait | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.BarkDialogueUI | This is an implementation of IDialogueUI that uses the participants' bark UIs to run a conversation |
►CPixelCrushers.DialogueSystem.BarkGroupManager | Manages bark groups specified by BarkGroupMember |
CPixelCrushers.DialogueSystem.Wrappers.BarkGroupManager | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.BarkGroupMember | A member of a bark group |
CPixelCrushers.DialogueSystem.Wrappers.BarkGroupMember | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.BehaviorDesignerSupport.BehaviorTreeLuaBridge | This script synchronizes a behavior tree's shared variables with the Dialogue System's Lua environment |
CPixelCrushers.DialogueSystem.BoltSupport.DialogueSystemBoltCustomEvents | Handles Dialogue System messages as Bolt custom events |
CPixelCrushers.DialogueSystem.BoltSupport.DialogueSystemBoltLua | Registers Lua functions for sending custom events to Bolt |
►CPixelCrushers.DialogueSystem.BringSubtitlePanelToFrontOnFocus | |
CPixelCrushers.DialogueSystem.Wrappers.BringSubtitlePanelToFrontOnFocus | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.CommonLibraryLua | Adds Lua functions that interface with the Pixel Crushers Common Library |
CPixelCrushers.DialogueSystem.Wrappers.CommonLibraryLua | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.ConditionObserver | The Condition Observer component evaluates a condition on a set frequency |
CPixelCrushers.DialogueSystem.Wrappers.ConditionObserver | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.ConversationControl | Provides AutoPlay and SkipAll functionality |
CPixelCrushers.DialogueSystem.Wrappers.ConversationControl | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.ConversationLogger | When you attach this script to an actor, conversations involving that actor will be logged to the console |
CPixelCrushers.DialogueSystem.Wrappers.ConversationLogger | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.ConversationPositionStack | Adds three Lua functions: |
CPixelCrushers.DialogueSystem.Wrappers.ConversationPositionStack | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.ConversationView | Handles the user interaction part of a conversation |
CPixelCrushers.DialogueSystem.CoreGameKitSupport.CoreGameKitLuaBridge | This component synchronizes Core GameKit's level settings and world variables with the Dialogue System's Lua environment |
CPixelCrushers.DialogueSystem.CoreGameKitSupport.LuaToWorldVariableListener | This component listens for changes to the Lua variables associated with world variables |
CPixelCrushers.DialogueSystem.CorgiEngineSupport.DialogueSystemCorgiEventListener | Adds option to integrate Dialogue System saving with Corgi SaveLoadManager |
CPixelCrushers.DialogueSystem.CorgiEngineSupport.MatchCharacterDirection | 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 |
►CPixelCrushers.DialogueSystem.DefaultCameraAngle | This component allows you specify a camera angle to use when a Camera() sequencer command uses the reserved keyword 'angle' |
CPixelCrushers.DialogueSystem.Wrappers.DefaultCameraAngle | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.DeftlySupport.DeftlyDialogueSubject | Add this to subjects that can engage in conversations to pause control during conversations |
CPixelCrushers.DialogueSystem.DeftlySupport.DeftlyFloatingTextBarkUI | This bark UI style uses Deftly's floating text |
CPixelCrushers.DialogueSystem.DeftlySupport.DeftlyLuaFunctions | Add to the Dialogue Manager |
CPixelCrushers.DialogueSystem.DeftlySupport.DeftlySubjectUnityEvents | Add to a Subject |
►CPixelCrushers.DialogueSystem.Demo.DemoMenu | This script provides a rudimentary main menu for the Dialogue System's Demo |
CPixelCrushers.DialogueSystem.Demo.Wrappers.DemoMenu | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.Demo.DieOnTakeDamage | This is a very simple example script that destroys a GameObject if it receives the message "TakeDamage(float)" or "Damage(float)" |
CPixelCrushers.DialogueSystem.Demo.Wrappers.DieOnTakeDamage | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.Demo.NavigateOnMouseClick | Navigates to the place where the player mouse clicks |
CPixelCrushers.DialogueSystem.Demo.Wrappers.NavigateOnMouseClick | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.Demo.SimpleController | This component implements a very simple third person shooter-style controller |
CPixelCrushers.DialogueSystem.Demo.Wrappers.SimpleController | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.Demo.SmoothCameraWithBumper | |
CPixelCrushers.DialogueSystem.Demo.Wrappers.SmoothCameraWithBumper | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.DemoInputRegistration | This class helps the Dialogue System's demo work with the New Input System |
CPixelCrushers.DialogueSystem.DevionInventorySupport.DevionInventoryLua | |
►CPixelCrushers.DialogueSystem.DialogueActor | This component allows you to override the actor name used in conversations, which is normally set to the name of the GameObject |
CPixelCrushers.DialogueSystem.OverrideActorName | OverrideActorName was renamed to DialogueActor |
CPixelCrushers.DialogueSystem.RPGKitSupport.RPGKitPlayerDialogueActor | Replaces DialogueActor on the player GameObjects |
►CPixelCrushers.DialogueSystem.Wrappers.DialogueActor | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.Wrappers.OverrideActorName | OverrideActorName was renamed to DialogueActor |
►CPixelCrushers.DialogueSystem.DialogueEventStarter | This is the base class for all deprecated dialogue event trigger components |
►CPixelCrushers.DialogueSystem.AlertTrigger | Deprecated by DialogueSystemTrigger |
CPixelCrushers.DialogueSystem.Wrappers.AlertTrigger | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.ConversationStarter | This is the base class for the ConversationOnXXX (e.g., ConversationOnUse) and BarkOnXXX (e.g., BarkOnUse) components |
►CPixelCrushers.DialogueSystem.BarkStarter | This is the base class for bark trigger components such as BarkOnIdle and BarkTrigger |
►CPixelCrushers.DialogueSystem.BarkOnIdle | The Bark On Idle component can be used to make an NPC bark on timed intervals |
CPixelCrushers.DialogueSystem.InkSupport.BarkInkOnIdle | |
CPixelCrushers.DialogueSystem.Wrappers.BarkOnIdle | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.BarkTrigger | Deprecated by DialogueSystemTrigger |
CPixelCrushers.DialogueSystem.Wrappers.BarkTrigger | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.ConversationTrigger | Deprecated by DialogueSystemTrigger |
CPixelCrushers.DialogueSystem.Wrappers.ConversationTrigger | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.LuaTrigger | Deprecated by DialogueSystemTrigger |
CPixelCrushers.DialogueSystem.Wrappers.LuaTrigger | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.QuestTrigger | Deprecated by DialogueSystemTrigger |
CPixelCrushers.DialogueSystem.Wrappers.QuestTrigger | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.SequenceStarter | Deprecated by DialogueSystemTrigger |
►CPixelCrushers.DialogueSystem.SequenceTrigger | Deprecated by DialogueSystemTrigger |
CPixelCrushers.DialogueSystem.Wrappers.SequenceTrigger | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.DialogueSystemController | This component ties together the elements of the Dialogue System: dialogue database, dialogue UI, sequencer, and conversation controller |
CPixelCrushers.DialogueSystem.Wrappers.DialogueSystemController | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.DialogueSystemEvents | Add this to the Dialogue Manager and/or participants to hook into various Dialogue System events |
CPixelCrushers.DialogueSystem.Wrappers.DialogueSystemEvents | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.DialogueSystemSceneEvents | Holds scene-specific UnityEvents referenced by a dialogue database's dialogue entries |
CPixelCrushers.DialogueSystem.Wrappers.DialogueSystemSceneEvents | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.DialogueSystemTrigger | The Dialogue System Trigger is a general-purpose trigger that can execute most Dialogue System functions such as starting conversations, barks, alerts, sequences, and Lua code |
CPixelCrushers.DialogueSystem.InkSupport.DialogueSystemInkTrigger | |
CPixelCrushers.DialogueSystem.OpsiveUCCSupport.DialogueSystemTriggerInteractableTarget | This is a Dialogue System Trigger that serves as a UCC Interactable target |
CPixelCrushers.DialogueSystem.Wrappers.DialogueSystemTrigger | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.Examples.plyGameFeatureDemo | This script provides a rudimentary main menu for the plyGame version of the Feature Demo |
►CPixelCrushers.DialogueSystem.ExtraDatabases | Adds and removes extra dialogue databases |
CPixelCrushers.DialogueSystem.Wrappers.ExtraDatabases | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.FaceFXSupport.FaceFXControllerScript | |
CPixelCrushers.DialogueSystem.FaceFXSupport.FaceFXPlayer | FaceFXPlayer provides a simplified interface to Doug Perkowski's FaceFXControllerScript |
►CPixelCrushers.DialogueSystem.GameSaver | Allows you to save and load games to the SaveSystem or PlayerPrefs without writing any scripts |
CPixelCrushers.DialogueSystem.Wrappers.GameSaver | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.I2Support.DialogueSystemUseI2Language | Sets the Dialogue System's language to match I2 Localization's language |
CPixelCrushers.DialogueSystem.I2Support.DialogueSystemUseI2RTLFix | 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 |
►CPixelCrushers.DialogueSystem.IncrementOnDestroy | Increments an element of the Lua Variable[] table when the GameObject is destroyed or disabled, and then updates the quest tracker if it's attached to the Dialogue Manager object or its children |
CPixelCrushers.DialogueSystem.Wrappers.IncrementOnDestroy | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.InkSupport.DialogueSystemInkIntegration | Integrates Ink with the Dialogue System |
CPixelCrushers.DialogueSystem.InventoryEngineSupport.DialogueSystemInventoryEngineMethods | Updates the quest tracker HUD and invokes a UnityEvent when an Inventory's content changes |
CPixelCrushers.DialogueSystem.InventoryEngineSupport.DialogueSystemInventoryEngineMethods | Updates the quest tracker HUD and invokes a UnityEvent when an Inventory's content changes |
CPixelCrushers.DialogueSystem.InventoryEngineSupport.DialogueSystemInventoryEventListener | Updates the quest tracker HUD and invokes a UnityEvent when an Inventory's content changes |
CPixelCrushers.DialogueSystem.InventoryEngineSupport.DialogueSystemInventoryEventListener | Updates the quest tracker HUD and invokes a UnityEvent when an Inventory's content changes |
CPixelCrushers.DialogueSystem.InventoryEngineSupport.InventoryEngineLua | Adds Lua functions to work with Inventory Engine |
CPixelCrushers.DialogueSystem.InventoryEngineSupport.InventoryEngineLua | Adds Lua functions to work with Inventory Engine |
CPixelCrushers.DialogueSystem.InventoryEngineSupport.PersistentInventory | Includes an Inventory in persistent data |
CPixelCrushers.DialogueSystem.InventoryEngineSupport.PersistentInventory | Includes an Inventory in persistent data |
CPixelCrushers.DialogueSystem.KGFMapSystem.KGFMapIcons | This component maintains a list of map icons |
►CPixelCrushers.DialogueSystem.LevelManager | This component combines Application.LoadLevel[Async] with the saved-game data features of PersistentDataManager |
CPixelCrushers.DialogueSystem.Wrappers.LevelManager | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.LookAnimatorSupport.LookAnimatorDialogueActor | |
►CPixelCrushers.DialogueSystem.LuaConsole | An in-game Lua console presented using Unity GUI |
CPixelCrushers.DialogueSystem.Wrappers.LuaConsole | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.MakinomSupport.DialogueSystemMakinomBridge | This class provides a bridge between the Dialogue System and Makinom |
CPixelCrushers.DialogueSystem.NGUISupport.NGUIBarkUI | Implements IBarkUI using NGUI to show bark text above a character's head |
CPixelCrushers.DialogueSystem.NGUISupport.NGUIButtonKeyTrigger | This script adds a key or button trigger to a an NGUI UIButton |
CPixelCrushers.DialogueSystem.NGUISupport.NGUIContinueButtonFastForward | Adds fast forward control to continue buttons |
CPixelCrushers.DialogueSystem.NGUISupport.NGUIFollowTarget | Keeps a game object positioned over the "head" of another game object |
CPixelCrushers.DialogueSystem.NGUISupport.NGUIHUDTextBarkUI | Implements IBarkUI using NGUI HUDText to show bark text above a character's head |
CPixelCrushers.DialogueSystem.NGUISupport.NGUIQuestGroupTemplate | This component hooks up the elements of an NGUI quest group template |
CPixelCrushers.DialogueSystem.NGUISupport.NGUIQuestTemplate | This component hooks up the elements of an NGUI quest template |
CPixelCrushers.DialogueSystem.NGUISupport.NGUIQuestTitle | This holds a quest title |
CPixelCrushers.DialogueSystem.NGUISupport.NGUIQuestTrackTemplate | This component hooks up the elements of an NGUI quest track template, which is used by the NGUI Quest Tracker |
CPixelCrushers.DialogueSystem.NGUISupport.NGUIQuestTracker | When you attach this script to the Dialogue Manager object (or a child), it will display tracked quests using NGUI |
CPixelCrushers.DialogueSystem.NGUISupport.NGUIResponseButton | An NGUI response button for use with NGUIDialogueUIControls |
CPixelCrushers.DialogueSystem.NGUISupport.NGUISelectorDisplay | Replaces the Selector/ProximitySelector's OnGUI method with a method that enables or disables an NGUI UILabel and optional main control widget |
CPixelCrushers.DialogueSystem.NGUISupport.NGUITextFieldUI | NGUI text field UI implementation |
CPixelCrushers.DialogueSystem.NGUISupport.NGUITimer | |
CPixelCrushers.DialogueSystem.NGUISupport.UIBarkRoot | To use NGUI barks, you must add one copy of this component to a game object in an NGUI UI |
CPixelCrushers.DialogueSystem.OpsiveUCCSupport.UCCLua | Adds Lua functions to the Dialogue System that control Opsive UCC characters |
►CPixelCrushers.DialogueSystem.OverrideUIBase | Abstract base class for OverrideDialogueUI and OverrideDisplaySettings |
►CPixelCrushers.DialogueSystem.OverrideDialogueUI | Overrides the dialogue UI for conversations involving the game object |
CPixelCrushers.DialogueSystem.Wrappers.OverrideDialogueUI | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.OverrideDisplaySettings | Overrides the display settings for conversations involving the game object |
CPixelCrushers.DialogueSystem.Wrappers.OverrideDisplaySettings | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.OverrideUnityUIDialogueControls | This component allows actors to override Unity UI dialogue controls |
CPixelCrushers.DialogueSystem.Wrappers.OverrideUnityUIDialogueControls | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.PauseGameOnConversation | Deprecated by DialogueSystemTrigger |
►CPixelCrushers.DialogueSystem.PersistentActiveData | The persistent active data component works with the PersistentDataManager to set a target game object active or inactive when loading a game (or when applying persistent data between level changes) |
CPixelCrushers.DialogueSystem.Wrappers.PersistentActiveData | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.PersistentActiveDataMultiple | |
CPixelCrushers.DialogueSystem.Wrappers.PersistentActiveDataMultiple | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.PersistentDeadBody | Customized for RFPS |
►CPixelCrushers.DialogueSystem.PersistentDestructible | This persistent data component keeps track of when the GameObject has been destroyed or disabled |
CPixelCrushers.DialogueSystem.Wrappers.PersistentDestructible | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.PersistentPositionData | The persistent position data component works with the PersistentDataManager to keep track of a game object's position when saving and loading games or changing levels |
CPixelCrushers.DialogueSystem.Wrappers.PersistentPositionData | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.PlayMaker.DialogueSystemEventsToPlayMaker | This component sends Dialogue System events to PlayMaker FSMs |
CPixelCrushers.DialogueSystem.PlayMaker.DialogueSystemPlayMakerLua | This component adds Lua functions to work with PlayMaker |
CPixelCrushers.DialogueSystem.PlayMaker.PlayMakerDialogueSystemCategoryIcon | |
►CPixelCrushers.DialogueSystem.PreloadActorPortraits | Preloads actor portraits to prevent hiccups when conversations start |
CPixelCrushers.DialogueSystem.Wrappers.PreloadActorPortraits | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.ProximitySelector | This component implements a proximity-based selector that allows the player to move into range and use a usable object |
CPixelCrushers.DialogueSystem.Wrappers.ProximitySelector | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.QuestLogWindow | This is the abstract base class for quest log windows |
CPixelCrushers.DialogueSystem.NGUISupport.NGUIQuestLogWindow | This is an implementation of the abstract QuestLogWindow class for NGUI |
CPixelCrushers.DialogueSystem.StandardUIQuestLogWindow | This is the Standard UI implementation of the abstract QuestLogWindow class |
CPixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProQuestLogWindow | This is an implementation of the abstract QuestLogWindow class for Unity UI and TextMeshPro |
►CPixelCrushers.DialogueSystem.UnityGUI.UnityGUIQuestLogWindow | This is a Unity GUI implementation of QuestLogWindow |
CPixelCrushers.DialogueSystem.UnityGUI.Wrappers.UnityGUIQuestLogWindow | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.UnityUIQuestLogWindow | This is an implementation of the abstract QuestLogWindow class for the Unity UI |
CPixelCrushers.DialogueSystem.Wrappers.UnityUIQuestLogWindow | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.QuestLogWindowHotkey | Allows toggling of the quest log window using a key or button, or by calling ToggleQuestLogWindow |
CPixelCrushers.DialogueSystem.Wrappers.QuestLogWindowHotkey | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.QuestStateDispatcher | Add this to the Dialogue Manager to allow it to dispatch quest state updates to QuestStateListener components on other GameObjects |
►CPixelCrushers.DialogueSystem.QuestStateIndicator | Associates GameObjects (e.g., world space canvas elements) with indicator levels |
CPixelCrushers.DialogueSystem.Wrappers.QuestStateIndicator | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.QuestStateListener | Add this to a GameObject such as an NPC that wants to know about quest state changes to a specific quest |
CPixelCrushers.DialogueSystem.Wrappers.QuestStateListener | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.QuestTracker | When you attach this script to the Dialogue Manager object (or a child), it will display tracked quests |
CPixelCrushers.DialogueSystem.RPGKitSupport.RPGKitDialogueSystemData | Makes the Dialogue System's data serializable for RPG Kit's save system |
CPixelCrushers.DialogueSystem.RPGKitSupport.RPGKitLua | Adds Lua functions to interface with RPG Kit |
CPixelCrushers.DialogueSystem.RTVoiceActor | |
►CPixelCrushers.DialogueSystem.RangeTrigger | This component activates game objects and enables components when it receives OnTriggerEnter and the conditions are true, and deactivates/disables when it receives OnTriggerExit and the conditions are true |
CPixelCrushers.DialogueSystem.Wrappers.RangeTrigger | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.RealisticFPSPrefabSupport.DialogueSystemOnPickUpItem | This script runs Dialogue System actions when the game object receives a "PickUpItem" message |
CPixelCrushers.DialogueSystem.RealisticFPSPrefabSupport.FPSLuaBridge | This component synchronizes data between the Realistic FPS Prefab player and the Dialogue System's Lua environment |
CPixelCrushers.DialogueSystem.RealisticFPSPrefabSupport.FPSQuestLogWindowHotkey | |
CPixelCrushers.DialogueSystem.RealisticFPSPrefabSupport.FollowFPSPlayer | Makes the PlayerCharacter follow the FPSPlayer during sequences in conversations |
CPixelCrushers.DialogueSystem.RealisticFPSPrefabSupport.LuaOnDestroy | This script runs Lua code when the game object is destroyed |
CPixelCrushers.DialogueSystem.RealisticFPSPrefabSupport.LuaOnPickUpItem | This script runs Lua code when the game object receives a "PickUpItem" message |
CPixelCrushers.DialogueSystem.RealisticFPSPrefabSupport.PauseAIOnConversation | Pauses RFPS's AI when an NPC is engaged in a conversation |
CPixelCrushers.DialogueSystem.RealisticFPSPrefabSupport.SyncLuaToFPSOnLoadLevel | 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 |
CPixelCrushers.DialogueSystem.RealisticFPSPrefabSupport.UnregisterNPCOnDestroy | If your NPC has a PersistentDestructible, it will be destroyed when you load a saved game in which it's been killed |
CPixelCrushers.DialogueSystem.RogSupport.PauseRogOnConversation | Add this script to your Rog player prefab to pause Rog during conversations that involve the player |
CPixelCrushers.DialogueSystem.RogSupport.PauseRogOnQuestLogWindow | Add this to your quest log window to pause Rog when the quest log window is open |
CPixelCrushers.DialogueSystem.RogSupport.RogLuaFunctions | Add this script to your Dialogue Manager to add the Rog Lua functions |
CPixelCrushers.DialogueSystem.SLATESequencerSettings | |
CPixelCrushers.DialogueSystem.Selector | This component implements a selector that allows the player to target and use a usable object |
►CPixelCrushers.DialogueSystem.SelectorFollowTarget | This component modifies the behavior of a Selector or ProximitySelector to draw the heading and reticle on top of the selection instead an absolute screen position |
CPixelCrushers.DialogueSystem.Wrappers.SelectorFollowTarget | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.SelectorUseStandardUIElements | Tells the Selector/ProximitySelector to use StandardUISelectorElements to show the current selection |
CPixelCrushers.DialogueSystem.Wrappers.SelectorUseStandardUIElements | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.Sequencer | A sequencer plays sequences of commands such as camera cuts, animation, audio, activating game objects, etc |
CPixelCrushers.DialogueSystem.SequencerCommands.MasterAudioExample | This script presents a button for each Master Audio sequencer command so you can test their functionality |
►CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommand | Base class for Sequencer commands |
►CPixelCrushers.DialogueSystem.SequencerCommands.BaseMasterAudioSequencerCommand | Base master audio sequencer command |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMAAddToDucking | Sequencer command MAAddToDucking(soundGroupName, riseVolumeStart, [duckedVolMult], [unduckTime]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMAChangePlaylist | Sequencer command MAChangePlaylist(playlistName, [playlistControllerName]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMADisableDucking | Sequencer command MADisableDucking() |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMAEnableDucking | Sequencer command MAEnableDucking() |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMAFadeBus | Sequencer command MAFadeBus(busName, targetVolume, fadeTime) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMAFadeGroup | Sequencer command MAFadeGroup(soundGroupName, targetVolume, fadeTime) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMAFadeOutAllOfSound | Sequencer command MAFadeOutAllOfSound(soundGroupName, fadeTime) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMAFadePlaylist | Sequencer command MAFadePlaylist(targetVolume, fadeTime, [playlistControllerName]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMAFireCustomEvent | Sequencer command MAFireCustomEvent(customEventName[, origin]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMAMuteBus | Sequencer command MAMuteBus(busName) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMAMuteEverything | Sequencer command MAMuteEverything() |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMAMuteGroup | Sequencer command MAMuteGroup(soundGroupName) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMAMutePlaylist | Sequencer command MAMutePlaylist([playlistControllerName]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMANextPlaylistClip | Sequencer command MANextPlaylistClip([playlistControllerName]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMAPauseBus | Sequencer command MAPauseBus(busName) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMAPauseEverything | Sequencer command MAPauseEverything() |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMAPauseGroup | Sequencer command MAPauseGroup(soundGroupName) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMAPauseMixer | Sequencer command MAPauseMixer() |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMAPausePlaylist | Sequencer command MAPausePlaylist([playlistControllerName]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMAPlaySound | Sequencer command MAPlaySound(group, variation, volume, pitch, wait, subject, follow) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMAPlaylistClip | Sequencer command MAPlaylistClip(clip, [playlistControllerName]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMARandomPlaylistClip | Sequencer command MARandomPlaylistClip([playlistControllerName]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMARemoveFromDucking | Sequencer command MARemoveFromDucking(soundGroupName) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMAResumePlaylist | Sequencer command MAResumePlaylist([playlistControllerName]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMASetBusVolume | Sequencer command MASetBusVolume(busName, targetVolume) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMASetGroupVolume | Sequencer command MASetGroupVolume(soundGroupName, volume) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMASetMasterVolume | Sequencer command MASetMasterVolume(volume) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMASetPlaylistVolume | Sequencer command MASetPlaylistVolume(volume) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMASoloBus | Sequencer command MASoloBus(busName) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMASoloGroup | Sequencer command MASoloGroup(soundGroupName) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMAStopAllOfSound | Sequencer command MAStopAllOfSound(soundGroupName) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMAStopBus | Sequencer command MAStopBus(busName) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMAStopEverything | Sequencer command MAStopEverything() |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMAStopMixer | Sequencer command MAStopMixer() |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMAStopPlaylist | Sequencer command MAStopPlaylist([playlistControllerName]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMAStopTransformSound | Sequencer command MAStopTransformSound(subject, soundGroupName) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMAUnmuteBus | Sequencer command MAUnmuteBus(busName) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMAUnmuteEverything | Sequencer command MAUnmuteEverything() |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMAUnmuteGroup | Sequencer command MAUnmuteGroup(soundGroupName) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMAUnmutePlaylist | Sequencer command MAUnmutePlaylist([playlistControllerName]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMAUnpauseBus | Sequencer command MAUnpauseBus(busName) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMAUnpauseEverything | Sequencer command MAUnpauseEverything() |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMAUnpauseGroup | Sequencer command MAUnpauseGroup(soundGroupName) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMAUnpauseMixer | Sequencer command MAUnpauseMixer() |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMAUnsoloBus | Sequencer command MAUnsoloBus(busName) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMAUnsoloGroup | Sequencer command MAUnsoloGroup(soundGroupName) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMAVariationChangePitch | Sequencer command MAVariationChangePitch(soundGroupName, variationName, pitch) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandAC | Implements the Adventure Creator sequencer command AC(actionList[, nowait[, stepNum]]), where: |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandACCam | Implements the Adventure Creator sequencer command ACCam(on|off|idle|camera, [smoothTime]), where: |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandACSpeech | Sequencer command ACSpeech(lineID, [nowait], [narrator]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandARPGAdjustHealth | Sequencer command ARPGAdjustHealth([subject, [amount, [element]]]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandARPGLoadLevel | Adds sequencer command LoadLevel(levelName, spawnPointName) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandARPGOpenShop | Sequencer command ARPGOpenShop([subject]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandAnimation | Implements sequencer command: Animation(animation[, gameobject|speaker|listener[, animations...]]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandAnimatorFloat | Implements sequencer command: "AnimatorFloat(animatorParameter[, value[, gameobject|speaker|listener[, duration]]])", which smoothly changes a float parameter on a subject's Animator |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandAnimatorLayer | Implements sequencer command: "AnimatorLayer(layerIndex[, weight[, subject[, duration]])", which sets the layer weight on a subject's Animator |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandAnimatorPlayWait | 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 |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandAudioWWW | Implements sequencer command: AudioWWW(url,...) |
►CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandAudioWait | Implements sequencer command: AudioWait(audioClip[, subject[, audioClips...]]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandSALSA | Sequencer command SALSA(clip, [subject], [audioclips...]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandSALSA | Sequencer command SALSA(clip, [subject], [audioclips...]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandAudioWaitOnce | 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 |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandBehavior | Implements the Behavior Designer sequencer command Behavior(subject, start|stop|pause|resume, [group]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandBehaviorVariable | Implements the Behavior Designer sequencer command BehaviorVariable(subject, variableName, value) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandBoltEvent | Sequencer command: BoltEvent(eventName, [subject]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandCamera | Implements sequencer command: Camera(angle[, gameobject|speaker|listener[, duration]]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandCinema | Implements sequencer command Cinema(), which plays a Cinema Director cutscene |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandCoreGameKitAddAttackPoints | Implements the sequencer command CoreGameKitAddAttackPoints(killable, pointsToAdd) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandCoreGameKitAddHitPoints | Implements the sequencer command CoreGameKitAddHitPoints(killable, pointsToAdd) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandCoreGameKitDespawnKillable | Implements the sequencer command CoreGameKitDespawnKillable(killable) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandCoreGameKitDestroyKillable | Implements the sequencer command CoreGameKitDestroyKillable(killable[, scenarioName]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandCoreGameKitEndWave | Implements the sequencer command CoreGameKitEndWave() |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandCoreGameKitFireCustomEvent | Implements the sequencer command CoreGameKitFireCustomEvent(customEventName[, origin]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandCoreGameKitGameOver | Implements the sequencer command CoreGameKitGameOver() |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandCoreGameKitGotoWave | Implements the sequencer command CoreGameKitGotoWave(levelNumber, waveNumber) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandCoreGameKitPauseWave | Implements the sequencer command CoreGameKitPauseWave() |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandCoreGameKitRestartWave | Implements the sequencer command CoreGameKitRestartWave() |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandCoreGameKitSynchroSpawn | Implements the sequencer command CoreGameKitSynchroSpawn(spawner, [min], [max]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandCoreGameKitTakeDamage | Implements the sequencer command CoreGameKitTakeDamage(killable, damagePoints) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandCoreGameKitTemporaryInvincibility | Implements the sequencer command CoreGameKitTemporaryInvincibility(killable, seconds) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandCoreGameKitUnpauseWave | Implements the sequencer command CoreGameKitUnpauseWave() |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandDelay | Implements sequencer command: Delay(seconds) NOTE: This command is now implemented directly in Sequencer |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandEmote | Sequencer command Emote(emoteName, [on|off], [oneway|roundtrip], [duration], [subject], [nowait]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandEmote | Sequencer command Emote(emoteName, [on|off], [oneway|roundtrip], [duration], [subject], [nowait]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandEyeControl | EyeControl() sequencer command for Rogo Digital's LipSync |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandEyeControl | EyeControl() sequencer command for Rogo Digital's LipSync |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandEyesAffinity | Sequencer command EyesAffinity([on|off], [percentage], [timerMin], [timerMax], [subject]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandEyesAffinity | Sequencer command EyesAffinity([on|off], [percentage], [timerMin], [timerMax], [subject]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandEyesBlink | Sequencer command EyesBlink([durationOn], [durationHold], [durationOff], [subject], [nowait]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandEyesBlink | Sequencer command EyesBlink([durationOn], [durationHold], [durationOff], [subject], [nowait]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandEyesLook | Sequencer command EyesLook([target], [subject]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandEyesLook | Sequencer command EyesLook([target], [subject]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandEyesRandom | Sequencer command EyesRandom([head], [eye], [blink], [subject]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandEyesRandom | Sequencer command EyesRandom([head], [eye], [blink], [subject]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandFSMEvent | Implements sequencer command FSMEvent(event, [subject, [fsm]]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandFace | Syntax: Face([target], [subject]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandFaceFX | This script adds the sequencer command FaceFX(animation, audio[, subject]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandFade | Implements sequencer command: "Fade(in|out, [, duration[, webcolor]])" |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandGameFlow | Sequencer command GameFlow(subject, [programID], [nowait]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandKGFMapIcon | This adds the sequencer command KGFMapIcon(iconName, subject) to set the subject's icon |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandLipSync | LipSync() sequencer command for Rogo Digital's LipSync |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandLipSync | LipSync() sequencer command for Rogo Digital's LipSync |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandLiveCamera | Implements sequencer command: LiveCamera(angle[, gameobject|speaker|listener[, duration]]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandLoadLevel | This script implements the sequencer command LoadLevel(levelName, [spawnpoint], [additive]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandLookAnimator | |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandLookAt | Implements sequencer command: "LookAt(target, [, subject[, duration[, allAxes]]])", which rotates the subject to face the target |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandMoveTo | Implements sequencer command: "MoveTo(target, [, subject[, duration]])", which matches the subject to the target's position and rotation |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandPermitAbility | Syntax: PermitAbility(ability, true|false, [subject]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandQTE | Implements sequencer command: "QTE(index, duration, luaVariable, luaValue)", which presents a timed opportunity to perform a Quick Time Event |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandRTVoiceWait | Sequencer command RTVoiceWait() |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandSLATE | Implements sequencer command SLATE(), which plays a SLATE cutscene |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandSetEmotion | SetEmotion() sequencer command for Rogo Digital's LipSync |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandSetEmotion | SetEmotion() sequencer command for Rogo Digital's LipSync |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandStopTextSync | Sequencer command StopTextSync([subject]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandSwitchCamera | Implements sequencer command: SwitchCamera(cameraName) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandTextInput | Implements sequencer command: TextInput(textFieldUI, label, luaVariableName[, maxLength[, clear]]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandTextSync | Syntax: TextSync([subject]) Runs TextSync on a subject using the current subtitle's text |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandVoice | Implements sequencer command: Voice(audioClip, animation, [finalAnimation], [gameobject|speaker|listener], [crossfadeDuration], [layer]) Works with Animation or Animator components |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandWaitForMessage | Implements sequencer command: WaitForMessage(message), which waits until it receives OnSequencerMessage(message) for all specified messages |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandWarp | Syntax: Warp(destination, [subject]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandWarp | Syntax: Warp(destination, [subject]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandZoom2D | Implements sequencer command: Zoom2D([gameobject|speaker|listener[, size[, duration]]]) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommanddgUseTrigger | Sequencer command: dgUseTrigger(subject) |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommanduSeq | Implements sequencer command uSeq(USSequence), which loads a uSequencer sequence from Resources and plays it |
CPixelCrushers.DialogueSystem.SequencerCommands.SequencerCommanduccLookAt | Implements sequencer command: "uccLookAt(target, [, subject[, duration[, allAxes]]])", which rotates an Opsive UCC subject to face the target |
►CPixelCrushers.DialogueSystem.SequencerShortcuts | Registers shortcuts and subjects with the sequencer |
CPixelCrushers.DialogueSystem.Wrappers.SequencerShortcuts | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.ShowCursorOnConversation | Deprecated by DialogueSystemTrigger |
CPixelCrushers.DialogueSystem.Wrappers.ShowCursorOnConversation | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.StandardUIColorText | This script provides methods to change a Text element's color |
CPixelCrushers.DialogueSystem.Wrappers.StandardUIColorText | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.StandardUIContentTemplate | Abstract base class for UI content templates |
►CPixelCrushers.DialogueSystem.StandardUIButtonTemplate | Unity UI template for a button |
CPixelCrushers.DialogueSystem.Wrappers.StandardUIButtonTemplate | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.StandardUIContainerTemplate | UI holder for general UI content |
►CPixelCrushers.DialogueSystem.StandardUIFoldoutTemplate | This component hooks up the elements of a Standard UI quest group template |
CPixelCrushers.DialogueSystem.Wrappers.StandardUIFoldoutTemplate | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.StandardUIQuestTitleButtonTemplate | Unity UI template for a quest name button with a toggle for progress tracking |
CPixelCrushers.DialogueSystem.Wrappers.StandardUIQuestTitleButtonTemplate | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.StandardUITextTemplate | Standard UI template for text |
CPixelCrushers.DialogueSystem.Wrappers.StandardUITextTemplate | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.StandardUIToggleTemplate | UI template for a toggle |
CPixelCrushers.DialogueSystem.Wrappers.StandardUIToggleTemplate | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.StandardUIContinueButtonFastForward | This script replaces the normal continue button functionality with a two-stage process |
CPixelCrushers.DialogueSystem.ContinueButtonStopTextSyncActor | Subclass of StandardUIContinueButtonFastForward that also stops TextSync |
CPixelCrushers.DialogueSystem.Wrappers.StandardUIContinueButtonFastForward | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.StandardUIQuestTrackTemplate | This component hooks up the elements of a Standard UI quest track template, which is used by the Unity UI Quest Tracker |
CPixelCrushers.DialogueSystem.Wrappers.StandardUIQuestTrackTemplate | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.StandardUIQuestTracker | When you attach this script to the Dialogue Manager object (or a child), it will display tracked quests using the new Unity UI |
CPixelCrushers.DialogueSystem.Wrappers.StandardUIQuestTracker | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.StandardUIResponseButton | Response button for use with Standard Dialogue UI |
►CPixelCrushers.DialogueSystem.StandardUISelectorElements | References to standard UI selector elements to display the current selection instead of using Selector/ProximitySelector's default OnGUI method |
CPixelCrushers.DialogueSystem.Wrappers.StandardUISelectorElements | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.StandardUITimer | Basic slider-based timer for response menus |
►CPixelCrushers.DialogueSystem.StopConversationIfTooFar | Deprecated by DialogueSystemTrigger |
CPixelCrushers.DialogueSystem.Wrappers.StopConversationIfTooFar | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.TK2DSupport.TK2DBarkUI | Implements IBarkUI for 2D Toolkit |
CPixelCrushers.DialogueSystem.TK2DSupport.TK2DFader | Provides a fade in/out effect for TK2D sprites and text meshes |
CPixelCrushers.DialogueSystem.TK2DSupport.TK2DResponseButton | A TK2D response button for TK2DDialogueUI |
CPixelCrushers.DialogueSystem.TK2DSupport.TK2DTextFieldUI | This is an implementation of ITextFieldUI for TK2D |
CPixelCrushers.DialogueSystem.TK2DSupport.TK2DTimer | Applies a timer effect to a tk2dProgressBar that counts down from 1 to 0 |
CPixelCrushers.DialogueSystem.TK2DSupport.TK2DTypewriterEffect | |
CPixelCrushers.DialogueSystem.TextMeshProSupport.OverrideTextMeshProDialogueControls | This component allows actors to override TextMesh Pro dialogue controls |
CPixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProBarkUI | Implements IBarkUI using TextMeshPro |
CPixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProBarkUIAnimator | Adds animator control to a TextMeshProBarkUI |
CPixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProBarkUIFader | Adds a fade in/out effect to TextMeshProBarkUI |
CPixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProContinueButtonFastForward | This script replaces the normal continue button functionality with a two-stage process |
CPixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProQuestTemplate | This component hooks up the elements of a Unity UI quest template |
CPixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProQuestTrackTemplate | This component hooks up the elements of a TextMeshPro quest track template, which is used by the TextMeshPro Quest Tracker |
CPixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProQuestTracker | 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 |
CPixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProResponseButton | A TextMeshPro/Unity UI response button for use with TextMeshProDialogueControls |
CPixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProSelectorDisplay | Replaces the Selector/ProximitySelector's OnGUI method with a method that enables or disables new Unity UI and TextMeshPro controls |
CPixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProSelectorElements | Optional component to provide references to selector UI elements |
CPixelCrushers.DialogueSystem.TextMeshProSupport.UsableTextMeshPro | Replaces the Selector/ProximitySelector's OnGUI method with a method that enables or disables new Unity UI and TextMeshPro controls |
CPixelCrushers.DialogueSystem.TextSyncActor | Add this component to an actor GameObject |
CPixelCrushers.DialogueSystem.TextlessBarkUI | A textless implementation of IBarkUI |
CPixelCrushers.DialogueSystem.TopDownEngineSupport.AllowUINavigationDuringConversations | Add this script to the Dialogue Manager if you allow the player to open the Inventory Engine UI during conversations |
CPixelCrushers.DialogueSystem.TopDownEngineSupport.DialogueSystemTopDownEventListener | Adds option to integrate Dialogue System saving with TopDown Engine SaveLoadManager |
CPixelCrushers.DialogueSystem.TopDownEngineSupport.PauseTopDownDuringConversations | Pauses TopDown and/or disables player input during conversations |
CPixelCrushers.DialogueSystem.TopdownKitSupport.CommandMenuExtra | This adds a quest log open/close button to Top-Down RPG Starter Kit's command menu |
CPixelCrushers.DialogueSystem.TopdownKitSupport.DialogueSystemTopdownKitLua | This script adds these Lua functions for controlling Top-down RPG Starter Kit: |
CPixelCrushers.DialogueSystem.TopdownKitSupport.DialogueSystemTopdownKitPlayerBridge | Add this to the player prefab |
CPixelCrushers.DialogueSystem.UFPSSupport.ChangeLevelTrigger | This script changes to a different level, saving the Dialogue System's data before changing |
CPixelCrushers.DialogueSystem.UFPSSupport.ConnectExampleMenu | Connects the UFPS Mobile RootUI's Options > Menu button to the demo scene's Demo Menu |
CPixelCrushers.DialogueSystem.UFPSSupport.DebugUFPSCursor | Utility script to help debug cursor issues |
CPixelCrushers.DialogueSystem.UFPSSupport.DialogueSystemOnDie | Performs various actions when the GameObject receives the "Die" message |
CPixelCrushers.DialogueSystem.UFPSSupport.FPDontApplyLuaNextLoadLevel | Add this script to your scene to re-tick FPPersistentPlayerData.DontApplyLuaNextLoadLevel |
CPixelCrushers.DialogueSystem.UFPSSupport.FPDontDestroyOnLoad | Marks a GameObject as DontDestroyOnLoad |
CPixelCrushers.DialogueSystem.UFPSSupport.FPFreezePlayer | This component provides methods to freeze and unfreeze the UFPS player |
CPixelCrushers.DialogueSystem.UFPSSupport.FPPersistentPlayerData | 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 |
CPixelCrushers.DialogueSystem.UFPSSupport.FPPlayerLuaBridge | This is a utility component to help synchronize the Dialogue System's Lua environment with the UFPS player |
CPixelCrushers.DialogueSystem.UFPSSupport.FPSyncLuaPlayerOnLoadLevel | 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 |
CPixelCrushers.DialogueSystem.UFPSSupport.PauseUFPS | Use this utility script to freeze and unfreeze the player (and show/hide the cursor), for example when using the Dialogue System Menu Framework |
CPixelCrushers.DialogueSystem.UniStormSupport.UniStormLuaBridge | This component provides Lua functions to access UniStorm |
►CPixelCrushers.DialogueSystem.UnityGUI.ContinueButtonFastForward | This script replaces the normal continue button functionality with a two-stage process |
CPixelCrushers.DialogueSystem.UnityGUI.Wrappers.ContinueButtonFastForward | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.UnityGUI.GUIControl | The basic GUI control, which simply contains child controls |
►CPixelCrushers.DialogueSystem.UnityGUI.GUIRoot | The root of a GUI layout |
CPixelCrushers.DialogueSystem.UnityGUI.Wrappers.GUIRoot | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.UnityGUI.GUIScrollView | A GUI control that implements GUI.ScrollView |
CPixelCrushers.DialogueSystem.UnityGUI.Wrappers.GUIScrollView | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.UnityGUI.GUIVisibleControl | A GUI control that contains text |
►CPixelCrushers.DialogueSystem.UnityGUI.GUIButton | A GUI control that implements GUI.Button with optional additional textures |
CPixelCrushers.DialogueSystem.UnityGUI.Wrappers.GUIButton | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.UnityGUI.GUIImage | A GUI control that implements GUI.DrawTexture[WithTexCoords] to display a texture |
CPixelCrushers.DialogueSystem.UnityGUI.Wrappers.GUIImage | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.UnityGUI.GUILabel | A GUI control that implements GUI.Label to display text and/or a texture |
CPixelCrushers.DialogueSystem.UnityGUI.Wrappers.GUILabel | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.UnityGUI.GUIProgressBar | A GUI control that implements a flexible progress bar |
CPixelCrushers.DialogueSystem.UnityGUI.Wrappers.GUIProgressBar | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.UnityGUI.GUITextField | A GUI control that implements GUI.TextField for text input |
CPixelCrushers.DialogueSystem.UnityGUI.Wrappers.GUITextField | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.UnityGUI.GUIWindow | A GUI control that implements GUI.Window, a draggable window |
CPixelCrushers.DialogueSystem.UnityGUI.Wrappers.GUIWindow | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.UnityGUI.Wrappers.GUIVisibleControl | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.UnityGUI.Wrappers.GUIControl | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.UnityGUI.GUIEffect | The base abstract class for GUI effect "decorators" that can be added to GUI controls |
►CPixelCrushers.DialogueSystem.UnityGUI.AudioEffect | Applies an audio effect (sound) to a GUI control |
CPixelCrushers.DialogueSystem.UnityGUI.Wrappers.AudioEffect | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.UnityGUI.FadeEffect | Applies a fade effect to a GUI control |
CPixelCrushers.DialogueSystem.UnityGUI.Wrappers.FadeEffect | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.UnityGUI.FlashEffect | Applies a flash effect to a GUI control, alternating between visible and invisible |
CPixelCrushers.DialogueSystem.UnityGUI.Wrappers.FlashEffect | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.UnityGUI.SlideEffect | Applies a slide effect to the GUI control, making it slide onscreen from a direction |
CPixelCrushers.DialogueSystem.UnityGUI.Wrappers.SlideEffect | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.UnityGUI.TimerEffect | Applies a timer effect to a GUIProgressBar that counts down from 1 to 0 |
CPixelCrushers.DialogueSystem.UnityGUI.Wrappers.TimerEffect | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.UnityGUI.TypewriterEffect | Applies a typewriter effect to the text of a GUI control |
CPixelCrushers.DialogueSystem.UnityGUI.Wrappers.TypewriterEffect | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.UnityGUI.UnityBarkUIOnGUI | This is a "child" component created by UnityBarkUI |
CPixelCrushers.DialogueSystem.UnityGUI.Wrappers.UnityBarkUIOnGUI | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.UnityGUI.UnityTextFieldUI | This is a Unity GUI implementation of ITextFieldUI |
►CPixelCrushers.DialogueSystem.UnityUIContinueButtonFastForward | This script replaces the normal continue button functionality with a two-stage process |
CPixelCrushers.DialogueSystem.Wrappers.UnityUIContinueButtonFastForward | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.UnityUIQuestGroupTemplate | This component hooks up the elements of a Unity UI quest group template |
CPixelCrushers.DialogueSystem.Wrappers.UnityUIQuestGroupTemplate | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.UnityUIQuestTemplate | This component hooks up the elements of a Unity UI quest template |
CPixelCrushers.DialogueSystem.Wrappers.UnityUIQuestTemplate | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.UnityUIQuestTitle | This holds a quest title |
CPixelCrushers.DialogueSystem.Wrappers.UnityUIQuestTitle | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.UnityUIQuestTrackTemplate | This component hooks up the elements of a Unity UI quest track template, which is used by the Unity UI Quest Tracker |
CPixelCrushers.DialogueSystem.Wrappers.UnityUIQuestTrackTemplate | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.UnityUIQuestTracker | When you attach this script to the Dialogue Manager object (or a child), it will display tracked quests using the new Unity UI |
CPixelCrushers.DialogueSystem.Wrappers.UnityUIQuestTracker | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.UnityUIResponseButton | A Unity UI response button for use with UnityUIDialogueControls |
CPixelCrushers.DialogueSystem.Wrappers.UnityUIResponseButton | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.UnityUISelectorDisplay | Replaces the Selector/ProximitySelector's OnGUI method with a method that enables or disables new Unity UI controls |
CPixelCrushers.DialogueSystem.Wrappers.UnityUISelectorDisplay | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.UnityUISelectorElements | Optional component to provide references to selector UI elements |
CPixelCrushers.DialogueSystem.Wrappers.UnityUISelectorElements | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.UnityUITextFieldUI | Unity UI text field UI implementation |
►CPixelCrushers.DialogueSystem.UnityUITimer | Basic slider-based timer for response menus |
CPixelCrushers.DialogueSystem.Wrappers.UnityUITimer | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.UpdateLocalizedUITexts | This script provides a facility to update the localized text of all localized Text elements |
►CPixelCrushers.DialogueSystem.Usable | This component indicates that the game object is usable |
CPixelCrushers.DialogueSystem.Wrappers.Usable | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.UseAnimatedPortraits | Add this to the Dialogue Manager to support animated portraits in Unity UI Dialogue UIs |
CPixelCrushers.DialogueSystem.Wrappers.UseAnimatedPortraits | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.plyGame.ConversationController | 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 |
CPixelCrushers.DialogueSystem.plyGame.PersistableDialogueManager | This script implements plyGame's IPersistable interface to enable saving and loading of Dialogue System data |
CPixelCrushers.DialogueSystem.plyGame.plyGameBridge | This script provides a bridge between plyGame data and the Dialogue System's Lua environment |
CPixelCrushers.DialogueSystem.uMMORPGSupport.DialogueSystemLootQuestInfo | This component syncs Dialogue System variables with items after the loot window closes |
CPixelCrushers.DialogueSystem.uMMORPGSupport.DialogueSystem_uMMORPG | |
CPixelCrushers.DialogueSystem.uSurvivalSupport.uSurvivalLua | Add to the Dialogue Manager |
CPixelCrushers.DialogueSystem.uSurvivalSupport.uSurvivalSaveLoadDialogueSystem | Add to the Dialogue Manager |
►CPixelCrushers.DisappearEvent | Invokes an event when the component is disabled or destroyed |
CPixelCrushers.Wrappers.DisappearEvent | This wrapper for PixelCrushers.DisappearEvent keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DontDestroyGameObject | Marks the GameObject as DontDestroyOnLoad |
CPixelCrushers.Wrappers.DontDestroyGameObject | This wrapper for PixelCrushers.DontDestroyGameObject keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.EnableOnStart | Enables a component when the scene starts |
CPixelCrushers.Wrappers.EnableOnStart | This wrapper for PixelCrushers.EnableOnStart keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.GlobalTextTable | Maintains a reference to a global TextTable that other scripts can use |
CPixelCrushers.Wrappers.GlobalTextTable | This wrapper for PixelCrushers.LocalizeUIText keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.InputActionRegistry | Registers Input System actions with the Pixel Crushers Input Device Manager |
CPixelCrushers.Wrappers.InputActionRegistry | Wrapper for InputActionRegistry to allow switching between precompiled DLL and loose scripts |
►CPixelCrushers.InputDeviceManager | This script checks for joystick and keyboard input |
CPixelCrushers.Wrappers.InputDeviceManager | This script checks for joystick and keyboard input |
►CPixelCrushers.InputDeviceMethods | This script provides methods to control InputDeviceManager that you can hook up in scripts where the InputDeviceManager instance isn't accessible at design time |
CPixelCrushers.Wrappers.InputDeviceMethods | Wrapper to retain references when switching between DLL and script |
►CPixelCrushers.InstantiatePrefabs | Instantiates prefabs on Awake |
CPixelCrushers.Wrappers.InstantiatePrefabs | This wrapper for PixelCrushers.InstantiatePrefabs keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.KeepRectTransformOnscreen | Keeps a RectTransform's bounds in view of the main camera |
CPixelCrushers.Wrappers.KeepRectTransformOnscreen | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.LODManager | Implements a Level of Detail (LOD) system according to distance from the player |
CPixelCrushers.Wrappers.LODManager | This wrapper for PixelCrushers.LODManager keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.LoadingScreenProgressBar | Manages a loading screen progress bar |
CPixelCrushers.Wrappers.LoadingScreenProgressBar | This wrapper for PixelCrushers.LoadingScreenProgressBar keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.LocalizeUI | |
►CPixelCrushers.DialogueSystem.LocalizeTextMesh | This script localizes the content of the TextMesh element on this GameObject |
CPixelCrushers.DialogueSystem.Wrappers.LocalizeTextMesh | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.LocalizeUIText | This older LocalizeUIText script is now a wrapper for the newer LocalizeUI script |
CPixelCrushers.DialogueSystem.TextMeshProSupport.LocalizeTextMeshPro | Localizes the text content of a TextMeshPro and/or TextMeshProUGUI component |
CPixelCrushers.Wrappers.LocalizeUI | This wrapper for PixelCrushers.LocalizeUI keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.MessageEvents | Provides a in-editor way to listen for messages and invoke events when they occur, and to send a message on demand |
►CPixelCrushers.MessageSystemLogger | |
CPixelCrushers.Wrappers.MessageSystemLogger | This wrapper for PixelCrushers.MessageSystemLogger keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.SaveSystem | This is the main Save System class |
CPixelCrushers.Wrappers.SaveSystem | This wrapper for PixelCrushers.SaveSystem keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.SaveSystemEvents | Provides Save System UnityEvents |
CPixelCrushers.Wrappers.SaveSystemEvents | This wrapper for PixelCrushers.SaveSystemEvents keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.SaveSystemMethods | Provides inspector-selectable methods to control SaveSystem |
CPixelCrushers.Wrappers.SaveSystemMethods | This wrapper for PixelCrushers.SaveSystemMethods keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.SaveSystemTestMenu | Simple menu for testing the Save System |
CPixelCrushers.Wrappers.SaveSystemTestMenu | This wrapper for PixelCrushers.SaveSystemTestMenu keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.SavedGameDataStorer | Abstract base class for "storage providers" that store saved game data somewhere, such as PlayerPrefs or a disk file |
►CPixelCrushers.DiskSavedGameDataStorer | Implements SavedGameDataStorer using local disk files |
CPixelCrushers.Wrappers.DiskSavedGameDataStorer | This wrapper for PixelCrushers.DiskSavedGameDataStorer keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.PlayerPrefsSavedGameDataStorer | Implements SavedGameDataStorer using PlayerPrefs |
CPixelCrushers.Wrappers.PlayerPrefsSavedGameDataStorer | This wrapper for PixelCrushers.PlayerPrefsSavedGameDataStorer keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.Saver | Abstract base class for a "saver", which is a component that contributes to saved game data |
►CPixelCrushers.ActiveSaver | Saves the active/inactive state of a GameObject |
CPixelCrushers.Wrappers.ActiveSaver | This wrapper for PixelCrushers.ActiveSaver keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.AnimatorSaver | Saves an animator's state |
CPixelCrushers.Wrappers.AnimatorSaver | This wrapper for PixelCrushers.AnimatorSaver keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DestructibleSaver | Saves when a GameObject has been destroyed or disabled |
CPixelCrushers.Wrappers.DestructibleSaver | This wrapper for PixelCrushers.DestructibleSaver keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.ARPGSupport.DSSaveLoad | This runs on top of ARPG's SaveLoad |
►CPixelCrushers.DialogueSystem.ConversationStateSaver | Add this script to your Dialogue Manager to keep track of the current conversation and dialogue entry |
CPixelCrushers.DialogueSystem.Wrappers.ConversationStateSaver | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.DialogueSystemSaver | This is a saver that saves the Dialogue System's save data to the Pixel Crushers Common Library Save System |
CPixelCrushers.DialogueSystem.Wrappers.DialogueSystemSaver | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.InkSupport.InkSaver | Saver script for the Dialogue System's Ink integration |
►CPixelCrushers.EnabledSaver | Saves the enabled/disabled state of a component |
CPixelCrushers.Wrappers.EnabledSaver | This wrapper for PixelCrushers.EnabledSaver keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.MultiActiveSaver | Saves the active/inactive state of a list of GameObjects |
CPixelCrushers.Wrappers.MultiActiveSaver | This wrapper for PixelCrushers.MultiActiveSaver keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.MultiEnabledSaver | Saves the enabled/disabled state of a list of components |
CPixelCrushers.Wrappers.MultiEnabledSaver | This wrapper for PixelCrushers.MultiEnabledSaver keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.PositionSaver | Saves a GameObject's position |
CPixelCrushers.Wrappers.PositionSaver | This wrapper for PixelCrushers.PositionSaver keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.SpawnedObject | A spawned object or spawnable prefab |
CPixelCrushers.Wrappers.SpawnedObject | This wrapper for PixelCrushers.SpawnedObject keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.SpawnedObjectManager | Manages spawned objects for a scene |
CPixelCrushers.Wrappers.SpawnedObjectManager | This wrapper for PixelCrushers.SpawnedObjectManager keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.ScenePortal | Changes scenes, either by calling UsePortal() or OnTriggerEnter |
CPixelCrushers.Wrappers.ScenePortal | This wrapper for PixelCrushers.ScenePortal keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.SceneTransitionManager | |
►CPixelCrushers.StandardSceneTransitionManager | This implementation of SceneTransitionManager plays optional outro and intro animations, and optionally loads a loading scene |
CPixelCrushers.Wrappers.StandardSceneTransitionManager | This wrapper for PixelCrushers.StandardSceneTransitionManager keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.SetEventSystem | Sets EventSystem to use for self and all children that implement IEventSystemUser interface |
CPixelCrushers.Wrappers.SetEventSystem | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.SetLocalizedFont | Sets a Text or TextMeshProUGUI component's font according to the current language and the settings in a LocalizedFonts asset |
CPixelCrushers.Wrappers.SetLocalizedFont | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.ShowCursorWhileEnabled | Shows the cursor when this component is enabled |
CPixelCrushers.Wrappers.ShowCursorWhileEnabled | This wrapper for PixelCrushers.LocalizeUI keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.TagMaskEvent | |
►CPixelCrushers.CollisionEvent | Invokes events on collision enter and exit |
CPixelCrushers.Wrappers.CollisionEvent | This wrapper for PixelCrushers.CollisionEvent keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.TriggerEvent | Invokes events on trigger enter and exit |
CPixelCrushers.Wrappers.TriggerEvent | This wrapper for PixelCrushers.TriggerEvent keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.TimedEvent | Invokes an event after a specified duration |
CPixelCrushers.Wrappers.TimedEvent | This wrapper for PixelCrushers.TimedEvent keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.UIButtonKeyTrigger | This script adds a key or button trigger to a Unity UI Selectable |
►CPixelCrushers.UILocalizationManager | Manages localization settings |
CPixelCrushers.Wrappers.UILocalizationManager | This wrapper for PixelCrushers.UILocalizationManager keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.UIPanel | Manages a UI panel |
►CPixelCrushers.UIScrollbarEnabler | Enables a scrollbar only if the content is larger than the scroll rect |
CPixelCrushers.DialogueSystem.UnityUIScrollbarEnabler | Enables a scrollbar only if the content is larger than the container |
CPixelCrushers.DialogueSystem.Wrappers.UnityUIScrollbarEnabler | Enables a scrollbar only if the content is larger than the container |
CPixelCrushers.Wrappers.UIScrollbarEnabler | Enables a scrollbar only if the content is larger than the scroll rect |
►CPixelCrushers.UITextColor | This script provides methods to change a Text element's color |
►CPixelCrushers.DialogueSystem.UnityUIColorText | This script provides methods to change a Text element's color |
CPixelCrushers.DialogueSystem.Wrappers.UnityUIColorText | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.Wrappers.UITextColor | This script provides methods to change a Text element's color |
CPixelCrushers.Wrappers.EditorNote | This class holds a text note in the Unity editor |
CUINpcDialogue_DialogueSystem | |
CMonster | |
CPixelCrushers.MoreEditorGuiUtility | |
CPixelCrushers.MoreEditorUtility | |
CPixelCrushers.MoreGizmos | Provides more drawing routines for gizmos |
CPixelCrushers.MorePhysics2D | Provides more routines for Physics2D |
CPixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.MultinodeSelection | |
CPixelCrushers.PositionSaver.MultiscenePositionData | |
►CPixelCrushers.DialogueSystem.Articy.Articy_4_0.NamedReferenceType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.ReferenceSlotPropertyType | |
CPixelCrushers.DialogueSystem.UnityGUI.Navigation | Specifies keyboard and/or controller navigation settings |
►CNetworkBehaviour | |
CPixelCrushers.DialogueSystem.uSurvivalSupport.DialogueSystemInteractable | This uSurvival interactable runs a Dialogue System Trigger's OnUse() method when interacted with |
CPixelCrushers.DialogueSystem.uSurvivalSupport.PlayerDialogueSystemData | Add to your player prefabs |
CPixelCrushers.DialogueSystem.NGUISupport.NGUIDialogueUIControls | Static utility class for NGUIDialogueUI |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.NodeType | |
CNpc | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.NumberPropertyDefinitionType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.NumberPropertyType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.ObjectTemplateDefinitionType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.ObjectType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.ObjectTypes | |
CLanguage.Lua.OperTable | |
CLanguage.Lua.Library.OSLib | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.OutlineType | |
CPixelCrushers.DialogueSystem.PanelNumberUtility | Utility methods for working with StandardDialogueUI panel numbers |
CLanguage.Lua.ParamList | |
CLanguage.Lua.Parser | |
CLanguage.Lua.ParserInput< T > | |
►CLanguage.Lua.ParserInput< char > | |
CLanguage.Lua.TextInput | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.PathType | |
CPixelCrushers.DialogueSystem.DialogueSystemEvents.PauseEvents | |
CPixelCrushers.DialogueSystem.PersistentDataManager | A static class for saving and loading game data using the Dialogue System's Lua environment |
CPixelCrushers.DialogueSystem.PersistentDataSettings | Settings used by DialogueSystemController to set up the PersistentDataManager |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.PinsType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.PinType | |
CPixelCrushers.DialogueSystem.PlayMaker.PlayMakerTools | |
►CplyBlock | |
CPixelCrushers.DialogueSystem.plyGame.AddDialogueDatabase_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.AddQuestEntry_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.AddQuest_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.Bark_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.DecRelationship_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.DeleteQuest_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.IncRelationship_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.LevelWillBeUnloaded_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.PreloadDialogueUI_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.PreloadMasterDatabase_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.RemoveDialogueDatabase_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.ResetMasterDatabase_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.RunLua_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.SequencerMessage_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.SetDefaultDatabase_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.SetLanguage_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.SetLuaField_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.SetPortrait_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.SetQuestDescription_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.SetQuestEntryDescription_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.SetQuestState_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.SetQuestTracking_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.SetRelationship_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.SetStatus_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.ShowAlert_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.StartConversation_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.StartSequence_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.StopConversation_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.UpdateResponses_plyBlock | |
►CplyEvent | |
CPixelCrushers.DialogueSystem.plyGame.OnBarkEndEvent | |
CPixelCrushers.DialogueSystem.plyGame.OnBarkStartEvent | |
CPixelCrushers.DialogueSystem.plyGame.OnConversationCancelledEvent | |
CPixelCrushers.DialogueSystem.plyGame.OnConversationEndEvent | |
CPixelCrushers.DialogueSystem.plyGame.OnConversationLineCancelledEvent | |
CPixelCrushers.DialogueSystem.plyGame.OnConversationLineEvent | |
CPixelCrushers.DialogueSystem.plyGame.OnConversationStartEvent | |
CPixelCrushers.DialogueSystem.plyGame.OnConversationTimeoutEvent | |
CPixelCrushers.DialogueSystem.plyGame.OnSequenceEndEvent | |
CPixelCrushers.DialogueSystem.plyGame.OnSequenceStartEvent | |
CPixelCrushers.DialogueSystem.plyGame.OnUseEvent | |
►CplyEventHandler | |
CPixelCrushers.DialogueSystem.plyGame.EventHandler_DialogueSystem | This script handles the standard Dialogue System events: OnConversationStart, OnConversationEnd, etc |
CPixelCrushers.DialogueSystem.plyGame.EventHandler_OnUse_DialogueSystem | This script handles the "OnUse" event that the Dialogue System's Selector and ProximitySelector components can send to Usable objects |
►CplyValue_Block | |
CPixelCrushers.DialogueSystem.plyGame.DialogueDatabase_Value | |
CPixelCrushers.DialogueSystem.plyGame.LocalizedTextTable_Value | |
►CPixelCrushers.DialogueSystem.plyGame.QuestState_Value | |
CPixelCrushers.DialogueSystem.plyGame.GetQuestEntryState_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.GetQuestState_plyBlock | |
►CPixelCrushers.DialogueSystem.plyGame.Sequencer_Value | |
CPixelCrushers.DialogueSystem.plyGame.StartAndGetSequence_plyBlock | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.PointType | |
CPixelCrushers.Pool< T > | This generic class implements an object pool |
CPixelCrushers.Pool< PixelCrushers.MessageSystem.ListenerInfo > | |
CPixelCrushers.PositionSaver.PositionData | |
CPixelCrushers.DialogueSystem.SMSDialogueUI.PreDelaySettings | |
CPixelCrushers.DialogueSystem.ChatMapperConverter.Prefs | This is the prefs (converter window settings) class |
CPixelCrushers.TextTableMassExportImportWindow.Prefs | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.PreviewImageType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.ProjectSettingsType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.ProjectType | |
CPixelCrushers.DialogueSystem.ProofreadingExporter | This part of the Dialogue Editor window contains the proofreading export code |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.PropertiesType | |
►CPropertyAttribute | |
CPixelCrushers.DialogueSystem.ActorPopupAttribute | Add [ActorPopup] to a string to use a popup of actor names in the inspector |
CPixelCrushers.DialogueSystem.BitMaskAttribute | This attribute marks a bit mask enum so it will use a custom property drawer to allow the designer to select a mask, similar to how the built-in LayerMask works |
CPixelCrushers.DialogueSystem.ConversationPopupAttribute | Add [ConversationPopup] to a string show a popup of conversation titles in the inspector |
CPixelCrushers.DialogueSystem.DialogueEntryPopupAttribute | Add [DialogueEntryPopup] to an int show a popup of dialogue entries in the most recent conversation selection shown in the inspector |
CPixelCrushers.DialogueSystem.DialogueSystemTriggerEventAttribute | Add [DialogueSystemTriggerEvent] to a string variable show a popup of dialogue trigger events in the inspector |
CPixelCrushers.DialogueSystem.DialogueTriggerEventAttribute | Add [DialogueTriggerEvent] to a string variable show a popup of dialogue trigger events in the inspector |
CPixelCrushers.DialogueSystem.InkSupport.InkEntrypointAttribute | |
CPixelCrushers.DialogueSystem.ItemPopupAttribute | Add [ItemPopup] to a string to show a popup of item names in the inspector |
CPixelCrushers.DialogueSystem.LocationPopupAttribute | Add [LocationPopup] to a string to show a popup of location names in the inspector |
CPixelCrushers.DialogueSystem.LuaConditionsWizardAttribute | Add the attribute [LuaConditionsWizard] to a string variable to use the Lua Conditions Wizard in the inspector |
CPixelCrushers.DialogueSystem.LuaScriptWizardAttribute | Add the attribute [LuaScriptWizard] to a string variable to use the Lua Script Wizard in the inspector |
CPixelCrushers.DialogueSystem.QuestEntryPopupAttribute | Add [QuestEntryPopup] to a string to show a popup of quest names in the inspector |
CPixelCrushers.DialogueSystem.QuestPopupAttribute | Add [QuestPopup] to a string to show a popup of quest names in the inspector |
CPixelCrushers.DialogueSystem.QuestStateAttribute | Add [QuestState] to a QuestState variable to show a nicer popup |
CPixelCrushers.DialogueSystem.VariablePopupAttribute | Add [VariablePopup] to a string to show a popup of database variable names in the inspector |
CPixelCrushers.HelpBoxAttribute | Attribute to draw a help box |
CPixelCrushers.StringFieldTextAreaAttribute | Attribute to draw a StringField's text value as a multi-line text area |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.PropertyDefinitionRefType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.PropertyDefinitionsType | |
►CPropertyDrawer | |
CPixelCrushers.DialogueSystem.ActorPopupDrawer | |
CPixelCrushers.DialogueSystem.BitMaskDrawer | Custom property drawer for bit mask enums |
CPixelCrushers.DialogueSystem.ConditionPropertyDrawer | This custom drawer for Condition uses LuaConditionWizard |
CPixelCrushers.DialogueSystem.ConversationPopupDrawer | |
CPixelCrushers.DialogueSystem.DialogueEntryPopupDrawer | |
CPixelCrushers.DialogueSystem.DialogueSystemTriggerEventDrawer | This custom property drawer for DialogueSystemTriggerEvent reorders the popup for trigger events |
CPixelCrushers.DialogueSystem.DialogueTriggerEventDrawer | This custom property drawer for DialogueTriggerEvent reorders the popup for trigger events |
CPixelCrushers.DialogueSystem.InkSupport.InkEntrypointDrawer | |
CPixelCrushers.DialogueSystem.ItemPopupDrawer | |
CPixelCrushers.DialogueSystem.LocationPopupDrawer | |
CPixelCrushers.DialogueSystem.LuaConditionsWizardDrawer | |
CPixelCrushers.DialogueSystem.LuaScriptWizardDrawer | |
CPixelCrushers.DialogueSystem.QuestConditionDrawer | |
CPixelCrushers.DialogueSystem.QuestEntryPopupDrawer | |
CPixelCrushers.DialogueSystem.QuestPopupDrawer | |
CPixelCrushers.DialogueSystem.QuestStateDrawer | This custom property drawer for the QuestState enum shows the states in lowercase so they match Lua |
CPixelCrushers.DialogueSystem.VariablePopupDrawer | |
CPixelCrushers.StringFieldDrawer | |
CPixelCrushers.StringFieldTextAreaAttributeDrawer | |
CPixelCrushers.TagMaskDrawer | |
CPixelCrushers.UIDropdownFieldDrawer | |
CPixelCrushers.UITextFieldDrawer | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.QueryReferenceStripPropertyDefinitionType | |
CPixelCrushers.DialogueSystem.QuestCondition | A quest condition checks the state of a quest |
CPixelCrushers.DialogueSystem.QuestEntryArgs | |
CPixelCrushers.DialogueSystem.QuestStateListener.QuestEntryStateIndicatorLevel | |
CPixelCrushers.DialogueSystem.DialogueSystemEvents.QuestEvents | |
CPixelCrushers.DialogueSystem.QuestLogWindow.QuestInfo | |
CPixelCrushers.DialogueSystem.QuestLog | A static class that manages a quest log |
CPixelCrushers.DialogueSystem.QuestPicker | |
CPixelCrushers.DialogueSystem.QuestStateListener.QuestStateIndicatorLevel | |
CPixelCrushers.DialogueSystem.QuestLog.QuestWatchItem | The quest watch item class is used internally by the QuestLog class to manage Lua observers on quest states |
CPixelCrushers.DialogueSystem.SequencerCommands.QueuedSequencerCommand | Holds the definition of a sequencer command while it's in the queue |
CPixelCrushers.DialogueSystem.QueuedUIAlert | |
CPixelCrushers.DialogueSystem.DialogueSystemSaver.RawData | |
CPixelCrushers.DialogueSystem.RealisticFPSPrefabSupport.RealisticFPSPrefabMenuItems | This class defines the Realistic FPS Prefab integration menu items in the Dialogue System menu |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.RectangleType | |
CPixelCrushers.DialogueSystem.DialogueEditor.RectExtensions | |
CPixelCrushers.RectExtensions | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.ReferenceSlotPropertyDefinitionType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.ReferenceStripPropertyDefinitionType | |
►CPixelCrushers.DialogueSystem.Articy.Articy_4_0.ReferencesType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.ReferenceStripPropertyType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.ReferenceType | |
CPixelCrushers.DialogueSystem.RelationsInspectorLink | This class provides optional integration with Seldom Tools' RelationsInspector |
►CRemember | |
CPixelCrushers.DialogueSystem.AdventureCreatorSupport.RememberDialogueSystem | This script ties into AC's save system |
►CRememberData | |
CPixelCrushers.DialogueSystem.AdventureCreatorSupport.DSData | |
CPixelCrushers.DialogueSystem.Response | Info about a response, which is a link from one dialogue entry to another |
CPixelCrushers.DialogueSystem.Lua.Result | Stores a Lua interpreter result (LuaValue) and provides easy conversion to basic types |
CPixelCrushers.DialogueSystem.ProximitySelector.Reticle | This class defines the textures and size of the targeting reticle |
CPixelCrushers.DialogueSystem.Selector.Reticle | This class defines the textures and size of the targeting reticle |
►CROG_ScriptCallback | |
CDialogueActorScript | This Rog Actor Script sends "OnUse" to the actor when the player enters an adjacent square |
CPixelCrushers.RuntimeTypeUtility | Utility methods to work with types |
CPixelCrushers.SafeConvert | Conversion methods that return default values instead of throwing exceptions |
CPixelCrushers.DiskSavedGameDataStorer.SavedGameInfo | |
CPixelCrushers.SavedGameData.SaveRecord | Holds the data returned by a Saver along with the Saver's key and the index of the scene that the Saver was in |
CPixelCrushers.SaveSystemEditorUtility | Utility menu items for the Save System |
CPixelCrushers.DialogueSystem.UnityGUI.ScaledRect | Scaled rects allow you to specify resolution-independent rects with a variety of positioning options |
CPixelCrushers.DialogueSystem.UnityGUI.ScaledValue | A scaled value, which is used by ScaledRect |
CPixelCrushers.SceneNotifier | Service to notify subscribers when a scene is being unloaded |
CPixelCrushers.PositionSaver.ScenePositionData | |
CPixelCrushers.DialogueSystem.ScreenplayExporter | This part of the Dialogue Editor window contains the screenplay export code |
►CScriptableObject | |
►CPixelCrushers.DialogueSystem.CustomLuaFunctionInfo | |
CPixelCrushers.DialogueSystem.Wrappers.CustomLuaFunctionInfo | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.DialogueDatabase | A dialogue database asset |
CPixelCrushers.DialogueSystem.Wrappers.DialogueDatabase | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.DialogueSystem.LocalizedTextTable | Deprecated by PixelCrushers.Common.TextTable |
CPixelCrushers.DialogueSystem.Wrappers.LocalizedTextTable | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.LocalizedFonts | Specifies fonts to use for different languages |
CPixelCrushers.Wrappers.LocalizedFonts | This wrapper for PixelCrushers.LocalizedFonts keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.SpawnedObjectList | Holds a list of references to SpawnedObject prefabs |
CPixelCrushers.Wrappers.SpawnedObjectList | This wrapper for PixelCrushers.SpawnedObjectList keeps references intact if you switch between the compiled assembly and source code versions of the original class |
►CPixelCrushers.StringAsset | A StringAsset is a ScriptableObject that encapsulates a string |
CPixelCrushers.Wrappers.StringAsset | This wrapper for PixelCrushers.StringAsset keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.TextTable | A TextTable is a 2D table of languages and fields |
CPixelCrushers.ScriptableObjectUtility | Utility functions for creating ScriptableObjects |
CPixelCrushers.DialogueSystem.ScriptingSymbolNames | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.ScriptPropertyDefinitionType | |
CPixelCrushers.TextTableEditorWindow.SearchBarSettings | |
CPixelCrushers.DialogueSystem.ConditionObserver.SendMessageAction | |
CPixelCrushers.DialogueSystem.DialogueSystemTrigger.SendMessageAction | |
CPixelCrushers.DialogueSystem.QuestTrigger.SendMessageAction | |
CPixelCrushers.DialogueSystem.RealisticFPSPrefabSupport.DialogueSystemOnPickUpItem.SendMessageAction | |
CPixelCrushers.DialogueSystem.SequenceEditorTools | This class provides a custom drawer for Sequence fields |
CPixelCrushers.DialogueSystem.DialogueSystemEvents.SequenceEvents | |
CPixelCrushers.DialogueSystem.SequenceParser | Basic recursive descent parser for sequences |
CPixelCrushers.DialogueSystem.SequencerKeywords | Keywords that can be used in sequences |
CPixelCrushers.DialogueSystem.SequencerMessages | Commonly used sequencer messages |
CPixelCrushers.DialogueSystem.SequencerTools | A static utility class for Sequencer |
CPixelCrushers.DialogueSystem.DialogueSystemTrigger.SetAnimatorStateAction | |
CPixelCrushers.DialogueSystem.DialogueSystemTrigger.SetComponentEnabledAction | |
CPixelCrushers.DialogueSystem.DialogueSystemTrigger.SetGameObjectActiveAction | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.SettingsType | |
CPixelCrushers.DialogueSystem.SequencerShortcuts.Shortcut | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.SizeType | |
CPixelCrushers.SpawnedObjectManager.SpawnedObjectData | |
CPixelCrushers.SpawnedObjectManager.SpawnedObjectDataList | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.SpotStyleType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.SpotType | |
CPixelCrushers.DialogueSystem.DialogueActor.StandardDialogueUISettings | |
►CPixelCrushers.DialogueSystem.StandardUIIgnorePauseCodes | |
CPixelCrushers.DialogueSystem.Wrappers.StandardUIIgnorePauseCodes | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.StandardUIInstancedContentManager | Manages UI content that has been instantiated from templates |
CPixelCrushers.DialogueSystem.StandardUIQuestTemplateAlternateDescriptions | |
►CLanguage.Lua.Statement | |
CLanguage.Lua.Assignment | |
CLanguage.Lua.Assignment | |
CLanguage.Lua.BreakStmt | |
CLanguage.Lua.BreakStmt | |
CLanguage.Lua.DoStmt | |
CLanguage.Lua.DoStmt | |
CLanguage.Lua.ExprStmt | |
CLanguage.Lua.ExprStmt | |
CLanguage.Lua.ForInStmt | |
CLanguage.Lua.ForInStmt | |
CLanguage.Lua.ForStmt | |
CLanguage.Lua.ForStmt | |
CLanguage.Lua.Function | |
CLanguage.Lua.Function | |
CLanguage.Lua.IfStmt | |
CLanguage.Lua.IfStmt | |
CLanguage.Lua.LocalFunc | |
CLanguage.Lua.LocalFunc | |
CLanguage.Lua.LocalVar | |
CLanguage.Lua.LocalVar | |
CLanguage.Lua.RepeatStmt | |
CLanguage.Lua.RepeatStmt | |
CLanguage.Lua.ReturnStmt | |
CLanguage.Lua.ReturnStmt | |
CLanguage.Lua.WhileStmt | |
CLanguage.Lua.WhileStmt | |
►CString_Value | |
CPixelCrushers.DialogueSystem.plyGame.GetLocalizedText_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.GetLuaField_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.GetLuaVariable_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.GetQuestAbandonSequence_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.GetQuestDescription_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.GetQuestEntry_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.GetStatus_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.RunAndGetLua_plyBlock | |
CPixelCrushers.DialogueSystem.plyGame.SetLuaVariable_plyBlock | |
CLanguage.Lua.Library.StringLib | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.StringPropertyType | |
CPixelCrushers.DialogueSystem.Subtitle | Info about a line of dialogue |
CPixelCrushers.DialogueSystem.DisplaySettings.SubtitleSettings | |
CPixelCrushers.DialogueSystem.SymbolExtensions | |
CPixelCrushers.DialogueSystem.DialogueDatabase.SyncInfo | |
CPixelCrushers.DialogueSystem.AdventureCreatorSupport.AdventureCreatorBridge.SyncSettings | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.SystemFolderType | |
CLanguage.Lua.Library.TableLib | |
CPixelCrushers.DialogueSystem.SelectorUseStandardUIElements.TagInfo | |
CPixelCrushers.TagMask | A list of tags |
CPixelCrushers.DialogueSystem.PersistentActiveDataMultiple.TargetConditionPair | |
CPixelCrushers.DialogueSystem.Template | This class defines the template that the Dialogue Database Editor will use when creating new dialogue database assets such as actors and conversations |
CPixelCrushers.DialogueSystem.TemplateTools | Utility methods to work with Template |
CPixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProQuestTemplateAlternateDescriptions | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.TextObjectType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.TextPropertyDefinitionType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.TextPropertyDefinitionValueType | |
CPixelCrushers.DialogueSystem.TK2DSupport.TK2DDialogueTools | Static utility class for TK2D Dialogue UI |
CPixelCrushers.DialogueSystem.ToggleUtility | A static utility class to work with toggle values |
CPixelCrushers.DialogueSystem.UnityUITypewriterEffect.Token | |
CPixelCrushers.DialogueSystem.DialogueEditor.Toolbar | This part of the Dialogue Editor window handles the toolbar at the top of the window |
CPixelCrushers.DialogueSystem.Tools | A static class of general purpose functions used by the Dialogue System |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.TransformationType | |
CPixelCrushers.StandardSceneTransitionManager.TransitionInfo | |
CPixelCrushers.AnimatorSaver.TriggerData | |
CLanguage.Lua.Tuple< T1, T2, T3 > | Implements the Tuple classes missing from Monodevelop's .NET implementation |
CPixelCrushers.DialogueSystem.Twine.TwineImportWindowDisabled | |
CPixelCrushers.TypeUtility | |
CPixelCrushers.DialogueSystem.TypewriterUtility | |
CPixelCrushers.DialogueSystem.UFPSSupport.UFPSMenuItems | |
CPixelCrushers.DialogueSystem.UIAnimationTransitions | |
CPixelCrushers.UIAnimatorMonitor | Invokes a callback method when an animator has entered and then exited a specified trigger state |
CPixelCrushers.DialogueSystem.UIAutonumberSettings | |
CPixelCrushers.UIDropdownField | A UIDropdownField can refer to a UI.Dropdown or TMPro.TMP_Dropdown |
CPixelCrushers.UIInputField | A UIInputField can refer to a UI.Text or TMPro.TextMeshProUGUI |
CPixelCrushers.DialogueSystem.UIShowHideController | This is a deprecated class that has been replaced by UIAnimatorMonitor in StandardDialogueUI and elsewhere |
CPixelCrushers.UITextField | A UITextField can refer to a UI.Text, TMPro.TextMeshProUGUI, or SuperTextMesh |
CPixelCrushers.UIUtility | |
CPixelCrushers.DialogueSystem.UnityGUI.UnityDialogueUIControls | Static utility class for Unity GUI Dialogue UI |
►CUnityEvent | |
CPixelCrushers.DialogueSystem.DialogueSystemEvents.ResponsesEvent | |
CPixelCrushers.DialogueSystem.DialogueSystemEvents.StringEvent | |
CPixelCrushers.DialogueSystem.DialogueSystemEvents.SubtitleEvent | |
CPixelCrushers.DialogueSystem.DialogueSystemEvents.TransformEvent | |
CPixelCrushers.DialogueSystem.UsableUnityEvent | UnityEvent that has a Usable parameter |
CPixelCrushers.GameObjectUnityEvent | |
CPixelCrushers.IntUnityEvent | |
CPixelCrushers.MessageArgsEvent | |
CPixelCrushers.ObjectUnityEvent | |
CPixelCrushers.StringUnityEvent | |
CPixelCrushers.DialogueSystem.UnityGUI.UnityGUITools | Static utility class that provides methods for drawing Unity GUI controls |
►CPixelCrushers.DialogueSystem.UnityUIIgnorePauseCodes | |
CPixelCrushers.DialogueSystem.Wrappers.UnityUIIgnorePauseCodes | This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class |
CPixelCrushers.DialogueSystem.UnityUIQuestTemplateAlternateDescriptions | |
CPixelCrushers.DialogueSystem.Usable.UsableEvents | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.UserFolderType | |
CPixelCrushers.DialogueSystem.ChatMapper.UserVariable | Defines a Chat Mapper user variable |
CLanguage.Lua.Var | |
CPixelCrushers.DialogueSystem.VariablePicker | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.VariableSetType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.VariablesType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.VariableType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.VariableValuesListType | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.VerticesType | |
CPixelCrushers.DialogueSystem.VoiceoverScriptExporter | This part of the Dialogue Editor window contains the voiceover script export code |
CPixelCrushers.DialogueSystem.RTVoiceActor.VoicePreference | |
►Cvp_Interactable | |
CPixelCrushers.DialogueSystem.UFPSSupport.FPInteractableDialogue | Derived from vp_Interactable, this component makes the NPC interactable within the UFPS framework |
CPixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.Watch | |
►CWorldVariableListener | |
CPixelCrushers.DialogueSystem.CoreGameKitSupport.WorldVariableToLuaListener | This component, which is a subclass of CoreGameKit's WorldVariableListener, listens for changes to a world variable |
CPixelCrushers.DialogueSystem.Yarn.Yarn2ImporterWindow | |
CPixelCrushers.DialogueSystem.Yarn.YarnConverterWindowDisabled | |
CPixelCrushers.DialogueSystem.Articy.Articy_4_0.ZoneType | |
►CAI | |
CRog.AI_Pause | The PauseGameOnConversation script uses this script to pause the game |