PixelCrushers.DialogueSystem Namespace Reference

Namespaces

namespace  AdventureCreatorSupport
 
namespace  ArcweaveSupport
 
namespace  ARPGSupport
 
namespace  Articy
 
namespace  Aurora
 
namespace  BehaviorDesignerSupport
 
namespace  BoltSupport
 
namespace  ChatMapper
 
namespace  CinemaDirector
 
namespace  CoreGameKitSupport
 
namespace  CorgiEngineSupport
 
namespace  DeftlySupport
 
namespace  Demo
 
namespace  DevionInventorySupport
 
namespace  DialogueEditor
 
namespace  Examples
 
namespace  FaceFXSupport
 
namespace  I2Support
 
namespace  InkSupport
 
namespace  InventoryEngineSupport
 
namespace  KGFMapSystem
 
namespace  LipSyncSupport
 
namespace  LookAnimatorSupport
 
namespace  MakinomSupport
 
namespace  NGUISupport
 
namespace  OpsiveUCCSupport
 
namespace  PlayMaker
 
namespace  plyGame
 
namespace  RealisticFPSPrefabSupport
 
namespace  RewiredSupport
 
namespace  RogSupport
 
namespace  RPGKitSupport
 
namespace  SequencerCommands
 
namespace  TextMeshProSupport
 
namespace  TK2DSupport
 
namespace  TopDownEngineSupport
 
namespace  TopdownKitSupport
 
namespace  Twine
 
namespace  UFPSSupport
 
namespace  uMMORPGSupport
 
namespace  UniStormSupport
 
namespace  UnityGUI
 
namespace  uSurvivalSupport
 
namespace  Wrappers
 
namespace  Yarn
 

Classes

class  AbstractBarkUI
 This abstract class forms the base for many IBarkUI implementations. More...
 
class  AbstractConverterWindow
 This is a base class for custom converter windows. More...
 
class  AbstractConverterWindowPrefs
 This is the base prefs (converter window settings) class. More...
 
class  AbstractDialogueUI
 This abstract class forms the base for many IDialogueUI implementations. More...
 
class  AbstractDialogueUIControls
 Abstract dialogue user interface controls. More...
 
class  AbstractTypewriterEffect
 This is an abstract base typewriter class. More...
 
class  AbstractUIAlertControls
 Abstract alert message controls. More...
 
class  AbstractUIControls
 Base class for abstract UI controls. More...
 
class  AbstractUIQTEControls
 Abstract QTE controls. More...
 
class  AbstractUIResponseMenuControls
 Abstract response menu controls. More...
 
class  AbstractUIRoot
 Abstract UI root. More...
 
class  AbstractUISubtitleControls
 Abstract subtitle controls. More...
 
class  AbstractUsableUI
 This abstract class forms the base for StandardUsableUI and UsableUnityUI. More...
 
class  ActiveConversationRecord
 Keeps track of an active conversation. More...
 
class  ActOnDialogueEvent
 Deprecated by DialogueSystemTrigger. More...
 
class  Actor
 An actor asset in a DialogueDatabase. More...
 
class  ActorPicker
 
class  ActorPopupAttribute
 Add [ActorPopup] to a string to use a popup of actor names in the inspector. More...
 
class  ActorPopupDrawer
 
class  ActorSubtitleColor
 Uses a specified text color for subtitle lines spoken by the actor. More...
 
class  AlertTrigger
 Deprecated by DialogueSystemTrigger. More...
 
class  AlertTriggerEditor
 
class  AlwaysFaceCamera
 
class  AnimatedPortrait
 Specifies the animated portrait to use for this actor. More...
 
class  Asset
 The base class of all assets such as actors, conversations, items, locations and variables found in a DialogueDatabase. More...
 
class  AssetBundleManager
 This class manages a list of asset bundles. More...
 
class  BarkController
 BarkController is a static utility class provides a method to make characters bark. More...
 
class  BarkDialogueUI
 This is an implementation of IDialogueUI that uses the participants' bark UIs to run a conversation. More...
 
class  BarkGroupManager
 Manages bark groups specified by BarkGroupMember. More...
 
class  BarkGroupManagerEditor
 Custom editor for BarkGroupManager that shows the current membership of bark group members. More...
 
class  BarkGroupMember
 A member of a bark group. More...
 
class  BarkHistory
 Keeps track of a character's current bark. More...
 
class  BarkOnDialogueEvent
 Deprecated by DialogueSystemTrigger. More...
 
class  BarkOnDialogueEventEditor
 
class  BarkOnIdle
 The Bark On Idle component can be used to make an NPC bark on timed intervals. More...
 
class  BarkOnIdleEditor
 
class  BarkStarter
 This is the base class for bark trigger components such as BarkOnIdle and BarkTrigger. More...
 
class  BarkTrigger
 Deprecated by DialogueSystemTrigger. More...
 
class  BarkTriggerEditor
 
class  BitMaskAttribute
 This attribute marks a bit mask enum so it will use a custom property drawer to allow the designer to select a mask, similar to how the built-in LayerMask works. More...
 
class  BitMaskDrawer
 Custom property drawer for bit mask enums. More...
 
class  BringSubtitlePanelToFrontOnFocus
 
class  CameraAngleEditor
 This Camera Angle Editor window helps you create camera angle prefabs that you can use with the Sequencer. More...
 
class  CanvasDialogueUI
 This abstract subclass of AbstractDialogueUI is used for dialogue UIs that use a UI Canvas. More...
 
class  Celtx3ImportWindowDisabled
 
class  CeltxImportWindowDisabled
 
class  CharacterInfo
 Contains information about a conversation participant that the dialogue UI or Sequencer may need. More...
 
class  CharacterTypeUtility
 A static tool class for working with CharacterType. More...
 
class  ChatMapperConverter
 The Chat Mapper Converter editor window converts a Chat Mapper project into a DialogueDatabase asset. More...
 
class  ChatMapperExporter
 This part of the Dialogue Editor window contains the Chat Mapper export code. More...
 
class  ChatMapperToDialogueDatabase
 This static utility class converts Chat Mapper projects to dialogue databases. More...
 
class  CinemachineCameraPriorityOnDialogueEvent
 
class  CommonLibraryLua
 Adds Lua functions that interface with the Pixel Crushers Common Library. More...
 
class  Condition
 Conditions are used to selectively run actions. More...
 
class  ConditionEditor
 This custom editor for Condition uses LuaConditionWizard. More...
 
class  ConditionObserver
 The Condition Observer component evaluates a condition on a set frequency. More...
 
class  ConditionObserverEditor
 
class  ConditionPriorityUtility
 A static tool class for working with ConditionPriority. More...
 
class  ConditionPropertyDrawer
 This custom drawer for Condition uses LuaConditionWizard. More...
 
class  ContinueButtonStopTextSyncActor
 Subclass of StandardUIContinueButtonFastForward that also stops TextSync. More...
 
class  Conversation
 A conversation asset. More...
 
class  ConversationControl
 Provides AutoPlay and SkipAll functionality. More...
 
class  ConversationController
 Mediates between a ConversationModel (data) and ConversationView (user interface) to run a conversation. More...
 
class  ConversationLogger
 When you attach this script to an actor, conversations involving that actor will be logged to the console. More...
 
class  ConversationModel
 Handles logic for the data model of a conversation. More...
 
class  ConversationOverrideDisplaySettings
 
class  ConversationPicker
 
class  ConversationPopupAttribute
 Add [ConversationPopup] to a string show a popup of conversation titles in the inspector. More...
 
class  ConversationPopupDrawer
 
class  ConversationPositionStack
 Adds three Lua functions: More...
 
class  ConversationStarter
 This is the base class for the ConversationOnXXX (e.g., ConversationOnUse) and BarkOnXXX (e.g., BarkOnUse) components. More...
 
class  ConversationState
 The current state of a conversation, which can also be thought of as the current position in the dialogue tree. More...
 
class  ConversationStateSaver
 Add this script to your Dialogue Manager to keep track of the current conversation and dialogue entry. More...
 
class  ConversationTrigger
 Deprecated by DialogueSystemTrigger. More...
 
class  ConversationTriggerEditor
 
class  ConversationView
 Handles the user interaction part of a conversation. More...
 
class  CSVConverterWindow
 This is an example converter that demonstrates how to make a subclass of AbstractConverterWindow to make your own converter for the Dialogue System. More...
 
class  CSVExporter
 This part of the Dialogue Editor window contains the CSV export code. More...
 
class  CustomFieldType
 The abstract base custom field type. More...
 
class  CustomFieldType_Actor
 
class  CustomFieldType_Boolean
 
class  CustomFieldType_Files
 
class  CustomFieldType_Item
 
class  CustomFieldType_Localization
 
class  CustomFieldType_Location
 
class  CustomFieldType_Number
 
class  CustomFieldType_QuestState
 
class  CustomFieldType_Text
 
class  CustomFieldTypeService
 This class manages custom field types. More...
 
class  CustomLuaFunctionInfo
 
class  CustomLuaFunctionInfoRecord
 
class  DatabaseManager
 Manages a master DialogueDatabase and its data in the global Lua environment. More...
 
class  DatabaseMerger
 This static utility class merges the contents of a dialogue database into another dialogue database. More...
 
class  DatabaseUtility
 This static utility class for working with dialogue databases. More...
 
class  DefaultCameraAngle
 This component allows you specify a camera angle to use when a Camera() sequencer command uses the reserved keyword 'angle'. More...
 
class  DemoInputRegistration
 This class helps the Dialogue System's demo work with the New Input System. More...
 
class  DialogueActor
 This component allows you to override the actor name used in conversations, which is normally set to the name of the GameObject. More...
 
class  DialogueActorEditor
 
class  DialogueDatabase
 A dialogue database asset. More...
 
class  DialogueDatabaseEditor
 Custom inspector editor for dialogue database assets. More...
 
class  DialogueDatabaseEditorTools
 
class  DialogueDatabaseLocalizationImporter
 Imports CSV files created by Dialogue Editor's Database section > Localization Export/Import. More...
 
class  DialogueDebug
 A simple static class to keep track of a global debug level setting for Dialogue System log messages. More...
 
class  DialogueEditorStyles
 GUI styles, images, etc., used by the custom editors. More...
 
class  DialogueEntry
 A dialogue entry is a single line of dialogue in a Conversation, with a list of links to possible responses (see Link). More...
 
class  DialogueEntryPicker
 Utility class to choose a dialogue entry ID using a dropdown menu. More...
 
class  DialogueEntryPopupAttribute
 Add [DialogueEntryPopup] to an int show a popup of dialogue entries in the most recent conversation selection shown in the inspector. More...
 
class  DialogueEntryPopupDrawer
 
class  DialogueEntrySceneEvent
 
class  DialogueEventStarter
 This is the base class for all deprecated dialogue event trigger components. More...
 
class  DialogueLua
 A static class that adds additional Chat Mapper-related functionality to the Lua environment, since Chat Mapper projects can define conditions and actions in Lua, modify Lua variables, and use Chat Mapper-specific Lua functions. More...
 
class  DialogueManager
 A static class that provides a simplified interface to the Dialogue System's core functions. More...
 
class  DialogueManagerWizard
 This wizard sets up the Dialogue Manager object. More...
 
class  DialogueSystem1xTo2xUpdater
 
class  DialogueSystemAssetRenamerUtility
 Renames Dialogue System database assets (e.g., variables) across databases, prefabs, and asset files. More...
 
class  DialogueSystemAssetRenamerWindow
 Renames Dialogue System database assets (e.g., variables) across databases, prefabs, and asset files. More...
 
class  DialogueSystemController
 This component ties together the elements of the Dialogue System: dialogue database, dialogue UI, sequencer, and conversation controller. More...
 
class  DialogueSystemControllerEditor
 Custom inspector editor for DialogueSystemController (e.g., Dialogue Manager). More...
 
class  DialogueSystemControllerHierarchyIcon
 Draws the Dialogue Manager icon in the Hierarchy view. More...
 
class  DialogueSystemEvents
 Add this to the Dialogue Manager and/or participants to hook into various Dialogue System events. More...
 
class  DialogueSystemFields
 Special field names used in the Dialogue System. More...
 
class  DialogueSystemMenuItems
 This class defines the menu items in the Dialogue System menu, except for custom Editor Windows which define their own menu items. More...
 
class  DialogueSystemMessages
 The Dialogue System may send these messages using SendMessage or BroadcastMessage. More...
 
class  DialogueSystemSaver
 This is a saver that saves the Dialogue System's save data to the Pixel Crushers Common Library Save System. More...
 
class  DialogueSystemSceneEvents
 Holds scene-specific UnityEvents referenced by a dialogue database's dialogue entries. More...
 
class  DialogueSystemTrigger
 The Dialogue System Trigger is a general-purpose trigger that can execute most Dialogue System functions such as starting conversations, barks, alerts, sequences, and Lua code. More...
 
class  DialogueSystemTriggerEditor
 
class  DialogueSystemTriggerEventAttribute
 Add [DialogueSystemTriggerEvent] to a string variable show a popup of dialogue trigger events in the inspector. More...
 
class  DialogueSystemTriggerEventDrawer
 This custom property drawer for DialogueSystemTriggerEvent reorders the popup for trigger events. More...
 
class  DialogueTime
 A static wrapper class for the built-in Time class. More...
 
class  DialogueTriggerEventAttribute
 Add [DialogueTriggerEvent] to a string variable show a popup of dialogue trigger events in the inspector. More...
 
class  DialogueTriggerEventDrawer
 This custom property drawer for DialogueTriggerEvent reorders the popup for trigger events. More...
 
class  DisplaySettings
 Display settings to apply to the dialogue UI and sequencer. More...
 
class  EditModePlayerWindow
 
class  EditorTools
 Utility functions used by the Dialogue System's custom editors. More...
 
class  EditorWindowTools
 Utility methods for custom editors. More...
 
struct  Emphasis
 Specifies special text formatting for a substring. More...
 
class  EmphasisSetting
 An emphasis setting specifies a text style. More...
 
class  EntryGroup
 
class  ExtraDatabases
 Adds and removes extra dialogue databases. More...
 
class  Field
 Assets are composed primarily of data elements called fields. More...
 
class  FormattedText
 A line of text including formatting. More...
 
class  GameSaver
 Allows you to save and load games to the SaveSystem or PlayerPrefs without writing any scripts. More...
 
interface  IBarkUI
 Interface for bark UI components. More...
 
interface  IDialogueUI
 Interface for dialogue UI components. More...
 
class  IncrementOnDestroy
 Increments an element of the Lua Variable[] table when the GameObject is destroyed or disabled, and then updates the quest tracker if it's attached to the Dialogue Manager object or its children. More...
 
class  InputTrigger
 Defines an input trigger using a key code and/or button name. More...
 
interface  IStandardDialogueUI
 This interface allows other dialogue UI implementations to work with code that normally affects StandardDialogueUIs. More...
 
class  Item
 An item asset. More...
 
class  ItemPicker
 
class  ItemPopupAttribute
 Add [ItemPopup] to a string to show a popup of item names in the inspector. More...
 
class  ItemPopupDrawer
 
interface  ITextFieldUI
 Interface for text field UI components. More...
 
class  JsonImportWindow
 
class  LanguageTextExporter
 This part of the Dialogue Editor window contains the language text export code. More...
 
class  LevelManager
 This component combines Application.LoadLevel[Async] with the saved-game data features of PersistentDataManager. More...
 
class  Link
 A link from one DialogueEntry (the origin) to another (the destination). More...
 
class  LinkUtility
 A static tool class for working with links (see Link). More...
 
class  Localization
 This static class contains localization methods and the current language as defined by a string (e.g., "es" for generic Spanish, "fr-CA" for French - Canadian). More...
 
class  LocalizationToolsWindow
 Extra localization tools for dialogue databases. More...
 
class  LocalizationToolsWindowPrefs
 
class  LocalizedTextTable
 Deprecated by PixelCrushers.Common.TextTable. More...
 
class  LocalizedTextTableEditor
 Custom inspector editor for localized text tables. More...
 
class  LocalizeTextMesh
 This script localizes the content of the TextMesh element on this GameObject. More...
 
class  LocalizeUIText
 This older LocalizeUIText script is now a wrapper for the newer LocalizeUI script. More...
 
class  Location
 A location asset. More...
 
class  LocationPopupAttribute
 Add [LocationPopup] to a string to show a popup of location names in the inspector. More...
 
class  LocationPopupDrawer
 
class  Lua
 A static class that provides a global Lua virtual machine. More...
 
class  LuaConditionsWizardAttribute
 Add the attribute [LuaConditionsWizard] to a string variable to use the Lua Conditions Wizard in the inspector. More...
 
class  LuaConditionsWizardDrawer
 
class  LuaConditionWizard
 This Lua condition wizard is meant to be called from a custom editor's OnInspectorGUI() method. More...
 
class  LuaConsole
 An in-game Lua console presented using Unity GUI. More...
 
class  LuaOnDialogueEvent
 Deprecated by DialogueSystemTrigger. More...
 
class  LuaOnDialogueEventEditor
 
class  LuaScriptWizard
 This Lua script wizard is meant to be called from a custom editor's OnInspectorGUI() method. More...
 
class  LuaScriptWizardAttribute
 Add the attribute [LuaScriptWizard] to a string variable to use the Lua Script Wizard in the inspector. More...
 
class  LuaScriptWizardDrawer
 
class  LuaTableWrapper
 This is a Lua table wrapper for LuaInterpreter. More...
 
class  LuaTrigger
 Deprecated by DialogueSystemTrigger. More...
 
class  LuaTriggerEditor
 
class  LuaWatchers
 This class maintains a list of watchers by watch frequency. More...
 
class  LuaWatchItem
 Watch item for Lua observers. More...
 
class  LuaWatchList
 This class maintains a list of watch items. More...
 
class  LuaWizardBase
 This part of the Dialogue Editor window contains common code for the Conditions and Script wizards. More...
 
class  NPCSetupWizard
 NPC setup wizard. More...
 
class  OverrideActorName
 OverrideActorName was renamed to DialogueActor. More...
 
class  OverrideDialogueUI
 Overrides the dialogue UI for conversations involving the game object. More...
 
class  OverrideDisplaySettings
 Overrides the display settings for conversations involving the game object. More...
 
class  OverrideUIBase
 Abstract base class for OverrideDialogueUI and OverrideDisplaySettings. More...
 
class  OverrideUnityUIDialogueControls
 This component allows actors to override Unity UI dialogue controls. More...
 
class  PanelNumberUtility
 Utility methods for working with StandardDialogueUI panel numbers. More...
 
class  ParserException
 Custom exception for parser errors. More...
 
class  PauseGameOnConversation
 Deprecated by DialogueSystemTrigger. More...
 
class  PersistentActiveData
 The persistent active data component works with the PersistentDataManager to set a target game object active or inactive when loading a game (or when applying persistent data between level changes). More...
 
class  PersistentActiveDataEditor
 
class  PersistentActiveDataMultiple
 
class  PersistentActiveDataMultipleEditor
 
class  PersistentDataManager
 A static class for saving and loading game data using the Dialogue System's Lua environment. More...
 
class  PersistentDataSettings
 Settings used by DialogueSystemController to set up the PersistentDataManager. More...
 
class  PersistentDeadBody
 Customized for RFPS. More...
 
class  PersistentDestructible
 This persistent data component keeps track of when the GameObject has been destroyed or disabled. More...
 
class  PersistentPositionData
 The persistent position data component works with the PersistentDataManager to keep track of a game object's position when saving and loading games or changing levels. More...
 
class  PlayerSetupWizard
 Player setup wizard. More...
 
class  PreloadActorPortraits
 Preloads actor portraits to prevent hiccups when conversations start. More...
 
class  ProofreadingExporter
 This part of the Dialogue Editor window contains the proofreading export code. More...
 
class  ProximitySelector
 This component implements a proximity-based selector that allows the player to move into range and use a usable object. More...
 
class  QuestCondition
 A quest condition checks the state of a quest. More...
 
class  QuestConditionDrawer
 
struct  QuestEntryArgs
 
class  QuestEntryPopupAttribute
 Add [QuestEntryPopup] to a string to show a popup of quest names in the inspector. More...
 
class  QuestEntryPopupDrawer
 
class  QuestGroupRecord
 Contains a quest title and its group name. More...
 
class  QuestLog
 A static class that manages a quest log. More...
 
class  QuestLogWindow
 This is the abstract base class for quest log windows. More...
 
class  QuestLogWindowHotkey
 Allows toggling of the quest log window using a key or button. More...
 
class  QuestPicker
 
class  QuestPopupAttribute
 Add [QuestPopup] to a string to show a popup of quest names in the inspector. More...
 
class  QuestPopupDrawer
 
class  QuestStateAttribute
 Add [QuestState] to a QuestState variable to show a nicer popup. More...
 
class  QuestStateDispatcher
 Add this to the Dialogue Manager to allow it to dispatch quest state updates to QuestStateListener components on other GameObjects. More...
 
class  QuestStateDrawer
 This custom property drawer for the QuestState enum shows the states in lowercase so they match Lua. More...
 
class  QuestStateIndicator
 Associates GameObjects (e.g., world space canvas elements) with indicator levels. More...
 
class  QuestStateListener
 Add this to a GameObject such as an NPC that wants to know about quest state changes to a specific quest. More...
 
class  QuestTracker
 When you attach this script to the Dialogue Manager object (or a child), it will display tracked quests. More...
 
class  QuestTrigger
 Deprecated by DialogueSystemTrigger. More...
 
class  QuestTriggerEditor
 
class  QueuedUIAlert
 
class  RangeTrigger
 This component activates game objects and enables components when it receives OnTriggerEnter and the conditions are true, and deactivates/disables when it receives OnTriggerExit and the conditions are true. More...
 
class  ReferenceDatabaseDialogueEventEditor
 This is a base class for most of the "On dialogue event" editors. More...
 
class  RelationsInspectorLink
 This class provides optional integration with Seldom Tools' RelationsInspector. More...
 
class  Response
 Info about a response, which is a link from one dialogue entry to another. More...
 
class  RTVoiceActor
 
class  RTVoiceGenerateAudioFilesWindow
 Editor utility to use RT-Voice to generate and save audio files for the lines of dialogue in a dialogue database. More...
 
class  ScreenplayExporter
 This part of the Dialogue Editor window contains the screenplay export code. More...
 
class  ScriptingSymbolNames
 
class  SelectedResponseEventArgs
 When the player selects a response, these event arguments are passed back from the dialogue UI. More...
 
class  Selector
 This component implements a selector that allows the player to target and use a usable object. More...
 
class  SelectorFollowTarget
 This component modifies the behavior of a Selector or ProximitySelector to draw the heading and reticle on top of the selection instead an absolute screen position. More...
 
class  SelectorUseStandardUIElements
 Tells the Selector/ProximitySelector to use StandardUISelectorElements to show the current selection. More...
 
class  SelectorUseStandardUIElementsEditor
 
class  SendMessageOnDialogueEvent
 Deprecated by DialogueSystemTrigger. More...
 
class  SendMessageOnDialogueEventEditor
 
class  SequenceEditorTools
 This class provides a custom drawer for Sequence fields. More...
 
class  SequenceParser
 Basic recursive descent parser for sequences. More...
 
class  Sequencer
 A sequencer plays sequences of commands such as camera cuts, animation, audio, activating game objects, etc. More...
 
class  SequencerCommandGroupAttribute
 This optional attribute specifies a submenu name in which to organize a custom sequencer command. More...
 
class  SequencerKeywords
 Keywords that can be used in sequences. More...
 
class  SequencerMessages
 Commonly used sequencer messages. More...
 
class  SequencerShortcuts
 Registers shortcuts and subjects with the sequencer. More...
 
class  SequencerShortcutsEditor
 
class  SequencerTools
 A static utility class for Sequencer. More...
 
class  SequenceStarter
 Deprecated by DialogueSystemTrigger. More...
 
class  SequenceTrigger
 Deprecated by DialogueSystemTrigger. More...
 
class  SequenceTriggerEditor
 
class  SetActiveOnDialogueEvent
 Deprecated by DialogueSystemTrigger. More...
 
class  SetActiveOnDialogueEventEditor
 
class  SetAnimationOnDialogueEvent
 Deprecated by DialogueSystemTrigger. More...
 
class  SetAnimationOnDialogueEventEditor
 
class  SetAnimatorStateOnDialogueEvent
 Deprecated by DialogueSystemTrigger. More...
 
class  SetAnimatorStateOnDialogueEventEditor
 
class  SetComponentEnabledOnDialogueEvent
 Deprecated by DialogueSystemTrigger. More...
 
class  SetComponentEnabledOnDialogueEventEditor
 
class  SetEnabledOnDialogueEvent
 Deprecated by DialogueSystemTrigger. More...
 
class  SetEnabledOnDialogueEventEditor
 
class  SetQuestStateOnDialogueEvent
 Deprecated by DialogueSystemTrigger. More...
 
class  SetQuestStateOnDialogueEventEditor
 
class  ShowCursorOnConversation
 Deprecated by DialogueSystemTrigger. More...
 
class  SLATESequencerSettings
 
class  SMSDialogueUI
 SMS-style dialogue UI. More...
 
class  StandardBarkUI
 Standard UI implementation of IBarkUI. More...
 
class  StandardDialogueUI
 
class  StandardUIAlertControls
 Controls for StandardDialogueUI's alert message. More...
 
class  StandardUIButtonTemplate
 Unity UI template for a button. More...
 
class  StandardUIColorText
 This script provides methods to change a Text element's color. More...
 
class  StandardUIContainerTemplate
 UI holder for general UI content. More...
 
class  StandardUIContentTemplate
 Abstract base class for UI content templates. More...
 
class  StandardUIContinueButtonFastForward
 This script replaces the normal continue button functionality with a two-stage process. More...
 
class  StandardUIDialogueControls
 Contains all dialogue (conversation) controls for a Standard Dialogue UI. More...
 
class  StandardUIFoldoutTemplate
 This component hooks up the elements of a Standard UI quest group template. More...
 
class  StandardUIInputField
 StandardDialogueUI input field implementation. More...
 
class  StandardUIInstancedContentManager
 Manages UI content that has been instantiated from templates. More...
 
class  StandardUIMenuPanel
 
class  StandardUIMenuPanelEditor
 
class  StandardUIQTEControls
 Quick Time Event (QTE) indicator controls for StandardDialogueUI. More...
 
class  StandardUIQuestLogWindow
 This is the Standard UI implementation of the abstract QuestLogWindow class. More...
 
class  StandardUIQuestTemplateAlternateDescriptions
 
class  StandardUIQuestTitleButtonTemplate
 Unity UI template for a quest name button with a toggle for progress tracking. More...
 
class  StandardUIQuestTracker
 When you attach this script to the Dialogue Manager object (or a child), it will display tracked quests using the new Unity UI. More...
 
class  StandardUIQuestTrackerEditor
 Custom editor for StandardUIQuestTracker that adds a button to clear the visibility PlayerPrefs key. More...
 
class  StandardUIQuestTrackTemplate
 This component hooks up the elements of a Standard UI quest track template, which is used by the Unity UI Quest Tracker. More...
 
class  StandardUIResponseButton
 Response button for use with Standard Dialogue UI. More...
 
class  StandardUIResponseMenuControls
 Manages response menus for StandardDialogueUI. More...
 
class  StandardUIRoot
 StandardDialogueUI wrapper for AbstractUIRoot. More...
 
class  StandardUISelectorElements
 References to standard UI selector elements to display the current selection instead of using Selector/ProximitySelector's default OnGUI method. More...
 
class  StandardUISubtitleControls
 Manages subtitle panels for StandardDialogueUI. More...
 
class  StandardUISubtitlePanel
 
class  StandardUISubtitlePanelEditor
 
class  StandardUITextTemplate
 Standard UI template for text. More...
 
class  StandardUITimer
 Basic slider-based timer for response menus. More...
 
class  StandardUIToggleTemplate
 UI template for a toggle. More...
 
class  StandardUsableUI
 Replaces the Selector/ProximitySelector's OnGUI method with a method that enables or disables UI controls. More...
 
class  StartConversationEditor
 
class  StartConversationOnDialogueEvent
 Deprecated by DialogueSystemTrigger. More...
 
class  StartConversationOnDialogueEventEditor
 
class  StartSequenceOnDialogueEvent
 Deprecated by DialogueSystemTrigger. More...
 
class  StartSequenceOnDialogueEventEditor
 
class  StopConversationIfTooFar
 Deprecated by DialogueSystemTrigger. More...
 
class  Subtitle
 Info about a line of dialogue. More...
 
class  SymbolExtensions
 
class  Template
 This class defines the template that the Dialogue Database Editor will use when creating new dialogue database assets such as actors and conversations. More...
 
class  TemplateTools
 Utility methods to work with Template. More...
 
class  TextlessBarkUI
 A textless implementation of IBarkUI. More...
 
class  TextMeshProTypewriterEffect
 
class  TextSyncActor
 Add this component to an actor GameObject. More...
 
class  ToggleUtility
 A static utility class to work with toggle values. More...
 
class  Tools
 A static class of general purpose functions used by the Dialogue System. More...
 
class  TypewriterUtility
 
class  UIAnimationTransitions
 
class  UIAutonumberSettings
 
class  UIButtonKeyTrigger
 This script adds a key or button trigger to a UIButton. More...
 
class  UIShowHideController
 This is a deprecated class that has been replaced by UIAnimatorMonitor in StandardDialogueUI and elsewhere. More...
 
class  UniqueIDWindow
 
class  UniqueIDWindowPrefs
 This class manages the Unique ID Window prefs. More...
 
class  UnityUIAlertControls
 Controls for UnityUIDialogueUI's alert message. More...
 
class  UnityUIBarkSubtitleDialogueUI
 This is a variation of UnityUIDialogueUI that uses the speaker's bark UI for subtitles. More...
 
class  UnityUIBarkUI
 Implements IBarkUI using Unity UI. More...
 
class  UnityUIColorText
 This script provides methods to change a Text element's color. More...
 
class  UnityUIContinueButtonFastForward
 This script replaces the normal continue button functionality with a two-stage process. More...
 
class  UnityUIDialogueControls
 Contains all dialogue (conversation) controls for a Unity UI Dialogue UI. More...
 
class  UnityUIDialogueUI
 This component implements IDialogueUI using Unity UI. More...
 
class  UnityUIQTEControls
 Unity UI Quick Time Event (QTE) indicator controls. More...
 
class  UnityUIQuestGroupTemplate
 This component hooks up the elements of a Unity UI quest group template. More...
 
class  UnityUIQuestLogWindow
 This is an implementation of the abstract QuestLogWindow class for the Unity UI. More...
 
class  UnityUIQuestTemplate
 This component hooks up the elements of a Unity UI quest template. More...
 
class  UnityUIQuestTemplateAlternateDescriptions
 
class  UnityUIQuestTitle
 This holds a quest title. More...
 
class  UnityUIQuestTracker
 When you attach this script to the Dialogue Manager object (or a child), it will display tracked quests using the new Unity UI. More...
 
class  UnityUIQuestTrackTemplate
 This component hooks up the elements of a Unity UI quest track template, which is used by the Unity UI Quest Tracker. More...
 
class  UnityUIResponseButton
 A Unity UI response button for use with UnityUIDialogueControls. More...
 
class  UnityUIResponseMenuControls
 Response menu controls for UnityUIDialogueUI. More...
 
class  UnityUIRoot
 Unity UI UIRoot wrapper for AbstractUIRoot. More...
 
class  UnityUIScrollbarEnabler
 Enables a scrollbar only if the content is larger than the container. More...
 
class  UnityUISelectorDisplay
 Replaces the Selector/ProximitySelector's OnGUI method with a method that enables or disables new Unity UI controls. More...
 
class  UnityUISelectorElements
 Optional component to provide references to selector UI elements. More...
 
class  UnityUISubtitleControls
 Subtitle Unity UI controls for UnityUIDialogueUI. More...
 
class  UnityUITextFieldUI
 Unity UI text field UI implementation. More...
 
class  UnityUITimer
 Basic slider-based timer for response menus. More...
 
class  UnityUITypewriterEffect
 This is a typewriter effect for Unity UI. More...
 
class  UpdateLocalizedUITexts
 This script provides a facility to update the localized text of all localized Text elements. More...
 
class  Usable
 This component indicates that the game object is usable. More...
 
class  UsableUnityEvent
 UnityEvent that has a Usable parameter. More...
 
class  UsableUnityUI
 Replaces the Selector/ProximitySelector's OnGUI method with a method that enables or disables new Unity UI controls. More...
 
class  UseAnimatedPortraits
 Add this to the Dialogue Manager to support animated portraits in Unity UI Dialogue UIs. More...
 
class  Variable
 A user variable asset. More...
 
class  VariablePicker
 
class  VariablePopupAttribute
 Add [VariablePopup] to a string to show a popup of database variable names in the inspector. More...
 
class  VariablePopupDrawer
 
class  VoiceoverScriptExporter
 This part of the Dialogue Editor window contains the voiceover script export code. More...
 
class  WelcomeWindow
 This is the Dialogue System welcome window. More...
 

Enumerations

enum  SequenceSyntaxState { Unchecked , Valid , Error }
 
enum  LuaWatchFrequency { EveryUpdate , EveryDialogueEntry , EndOfConversation }
 Lua watch frequencies. More...
 
enum  BarkOrder { Random , Sequential , FirstValid }
 Specifies the orderings that can be used for a list of barks. More...
 
enum  BarkSubtitleSetting { SameAsDialogueManager , Show , Hide }
 Specifies how to handle bark subtitles: More...
 
enum  CharacterType { PC , NPC }
 Specifies whether a character is a player character (PC) or non-player character (NPC). More...
 
enum  ConditionPriority {
  Low , BelowNormal , Normal , AboveNormal ,
  High
}
 Used by DialogueEntry to define the priority of a dialogue entry. More...
 
enum  DialogueEntrySortMethod { No , DepthFirst , BreadthFirst }
 
enum  EntrytagFormat {
  ActorName_ConversationID_EntryID , ConversationTitle_EntryID , ActorNameLineNumber , ConversationID_ActorName_EntryID ,
  ActorName_ConversationTitle_EntryDescriptor , VoiceOverFile , Title , Custom = 99
}
 
enum  FieldType {
  Text , Number , Boolean , Files ,
  Localization , Actor , Item , Location
}
 Data types used by the Field class. More...
 
enum  DatabaseResetOptions { KeepAllLoaded , RevertToDefault }
 Database reset options used by DatabaseManager.Reset. More...
 
enum  BarkGroupQueueLimitMode { NoLimit , StopAtLimit , DropOldestAtLimit }
 
enum  ResponseButtonAlignment { ToFirst , ToLast }
 Response button alignment specifies how to add response buttons to the dialogue UI. More...
 
enum  ResponseTimeoutAction {
  ChooseFirstResponse , ChooseRandomResponse , EndConversation , ChooseCurrentResponse ,
  ChooseLastResponse , Custom
}
 Response timeout action specifies what to do if the response menu times out. More...
 
enum  EmTag {
  None , Em1 , Em2 , Em3 ,
  Em4
}
 
enum  QuestState {
  Unassigned = 0x1 , Active = 0x2 , Success = 0x4 , Failure = 0x8 ,
  Abandoned = 0x10 , Grantable = 0x20 , ReturnToNPC = 0x40
}
 Quest state is a bit-flag enum that indicates the state of a quest. More...
 
enum  DialogueSystemTriggerEvent {
  OnBarkEnd = 0x1 , OnConversationEnd = 0x2 , OnSequenceEnd = 0x4 , OnTriggerEnter = 0x8 ,
  OnStart = 0x10 , OnUse = 0x20 , OnEnable = 0x40 , OnTriggerExit = 0x80 ,
  OnDisable = 0x100 , OnDestroy = 0x200 , None = 0x400 , OnCollisionEnter = 0x800 ,
  OnCollisionExit = 0x1000 , OnBarkStart = 0x2000 , OnConversationStart = 0x4000 , OnSequenceStart = 0x8000 ,
  OnSaveDataApplied = 0x10000
}
 A bit mask enum that defines the events that can trigger DialogueSystemTrigger. More...
 
enum  DialogueTriggerEvent {
  OnBarkEnd = 0x1 , OnConversationEnd = 0x2 , OnSequenceEnd = 0x4 , OnTriggerEnter = 0x8 ,
  OnStart = 0x10 , OnUse = 0x20 , OnEnable = 0x40 , OnTriggerExit = 0x80 ,
  OnDisable = 0x100 , OnDestroy = 0x200 , None = 0x400 , OnCollisionEnter = 0x800 ,
  OnCollisionExit = 0x1000
}
 This enum is used for the deprecated trigger components. More...
 
enum  DialogueEvent { OnBark = 0x1 , OnConversation = 0x2 , OnSequence = 0x4 }
 Deprecated. More...
 
enum  MenuPanelNumber {
  Default , Custom , Panel0 , Panel1 ,
  Panel2 , Panel3 , Panel4 , Panel5 ,
  Panel6 , Panel7 , Panel8 , Panel9 ,
  Panel10 , Panel11 , Panel12 , Panel13 ,
  Panel14 , Panel15 , Panel16 , Panel17 ,
  Panel18 , Panel19 , Panel20 , Panel21 ,
  Panel22 , Panel23 , Panel24 , Panel25 ,
  Panel26 , Panel27 , Panel28 , Panel29 ,
  Panel30 , Panel31
}
 
enum  SubtitlePanelNumber {
  Default , UseBarkUI , Custom , Panel0 ,
  Panel1 , Panel2 , Panel3 , Panel4 ,
  Panel5 , Panel6 , Panel7 , Panel8 ,
  Panel9 , Panel10 , Panel11 , Panel12 ,
  Panel13 , Panel14 , Panel15 , Panel16 ,
  Panel17 , Panel18 , Panel19 , Panel20 ,
  Panel21 , Panel22 , Panel23 , Panel24 ,
  Panel25 , Panel26 , Panel27 , Panel28 ,
  Panel29 , Panel30 , Panel31
}
 
enum  CustomLuaParameterType {
  Bool , Double , String , Actor ,
  Quest , QuestEntry , Variable , None ,
  Item , QuestState , VariableName
}
 
enum  CustomLuaReturnType { None , Bool , Double , String }
 
enum  Toggle { True , False , Flip }
 Specifies how to set a Boolean value. More...
 

Functions

delegate void SetupGenericMenuDelegate (GenericMenu menu)
 
delegate bool TryDragAndDropDelegate (UnityEngine.Object obj, ref string sequence)
 
delegate void LuaChangedDelegate (LuaWatchItem luaWatchItem, Lua.Result newValue)
 Lua expression changed delegate.
 
delegate bool GetInputButtonDownDelegate (string buttonName)
 
delegate void TransformDelegate (Transform t)
 
delegate void AssetLoadedDelegate (UnityEngine.Object asset)
 
delegate string GetLocalizedTextDelegate (string s)
 
delegate bool IsDialogueEntryValidDelegate (DialogueEntry dialogueEntry)
 This defines the syntax of the optional delegate that conversations can use to double-check that a dialogue entry is valid to use.
 
delegate void AcceptedTextDelegate (string text)
 This delegate is called when the player accepts the input.
 
delegate void DialogueEntrySpokenDelegate (Subtitle subtitle)
 
delegate float GetDefaultSubtitleDurationDelegate (string text)
 
delegate QuestState StringToQuestStateDelegate (string s)
 
delegate string QuestStateToStringDelegate (QuestState state)
 
delegate string CurrentQuestStateDelegate (string quest)
 
delegate void SetQuestStateDelegate (string quest, string state)
 
delegate void SetQuestEntryStateDelegate (string quest, int entryNumber, string state)
 
delegate string CurrentQuestEntryStateDelegate (string quest, int entryNumber)
 
delegate string GetCustomSaveDataDelegate ()
 
delegate void SelectedUsableObjectDelegate (Usable usable)
 This delegate is called when a selector targets a usable object.
 
delegate void DeselectedUsableObjectDelegate (Usable usable)
 This delegate is called when a selector un-targets a usable object.
 
delegate void UsableDelegate (Usable usable)
 
delegate void ToggleChangedDelegate (bool value, object data)
 

Enumeration Type Documentation

◆ BarkGroupQueueLimitMode

Enumerator
NoLimit 
StopAtLimit 
DropOldestAtLimit 

◆ BarkOrder

Specifies the orderings that can be used for a list of barks.

Enumerator
Random 

Play barks in random order, avoiding sequential repeats if possible.

Sequential 

Play barks in sequential order.

FirstValid 

Stop evaluating dialogue entries after finding the first valid entry.

◆ BarkSubtitleSetting

Specifies how to handle bark subtitles:

  • SameAsDialogueManager: Use the same setting as the dialogue UI currently assigned to the DialogueManager.
  • Show: Always show using the bark UI on the character. (See IBarkUI)
  • Hide: Never show.
Enumerator
SameAsDialogueManager 
Show 
Hide 

◆ CharacterType

Specifies whether a character is a player character (PC) or non-player character (NPC).

Enumerator
PC 

Player character.

NPC 

Non-player character.

◆ ConditionPriority

Used by DialogueEntry to define the priority of a dialogue entry.

Entries are Normal by default. When the dialogue system chooses lines and responses, it evaluates them in order of priority from High to Low.

Enumerator
Low 

Low priority - evaluated last.

BelowNormal 

Below normal priority.

Normal 

Normal priority (the default)

AboveNormal 

Above normal priority.

High 

High priority - evaluated first.

◆ CustomLuaParameterType

Enumerator
Bool 
Double 
String 
Actor 
Quest 
QuestEntry 
Variable 
None 
Item 
QuestState 
VariableName 

◆ CustomLuaReturnType

Enumerator
None 
Bool 
Double 
String 

◆ DatabaseResetOptions

Database reset options used by DatabaseManager.Reset.

  • KeepAllLoaded: Keeps all currently-loaded databases and just resets them to their initial states.
  • RevertToDefault: Removes all but the default database and resets it to its initial state.
Enumerator
KeepAllLoaded 

Keep all currently-loaded databases and just reset them to their initial states.

RevertToDefault 

Remove all but the default database and reset it to its initial state.

◆ DialogueEntrySortMethod

Enumerator
No 
DepthFirst 
BreadthFirst 

◆ DialogueEvent

Deprecated.

This bit mask enum defines the dialogue events.

Enumerator
OnBark 
OnConversation 
OnSequence 

◆ DialogueSystemTriggerEvent

A bit mask enum that defines the events that can trigger DialogueSystemTrigger.

As the Dialogue System has grown, trigger events were added to the end rather than reordering the enum (which would break serialization in existing projects). This is an expanded version of the deprecated DialogueTriggerEvent. If you modify the list, you must also update the property drawer DialogueSystemTriggerEventDrawer.

Enumerator
OnBarkEnd 

Trigger when the GameObject receives an OnBarkEnd message.

OnConversationEnd 

Trigger when the GameObject receives an OnConversationEnd message.

OnSequenceEnd 

Trigger when the GameObject receives an OnSequenceEnd message.

OnTriggerEnter 

Trigger when another collider enters this GameObject's trigger collider.

OnStart 

Trigger when the GameObject starts (e.g., at the start of the level)

OnUse 

Trigger when the GameObject receives an OnUse message (e.g., from the Selector component)

OnEnable 

Trigger when the trigger script is enabled (allows retriggering if you disable and re-enable the script or deactivate and re-activate its GameObject.

OnTriggerExit 

Trigger when another collider exits this GameObject's trigger collider.

OnDisable 

Trigger when the GameObject is disabled.

OnDestroy 

Trigger when the GameObject is destroyed.

None 

Don't automatically trigger.

OnCollisionEnter 

Trigger when another collider touches this collider.

OnCollisionExit 

Trigger when another collider stops touching this collider.

OnBarkStart 

Trigger when the GameObject receives an OnBarkStart message.

OnConversationStart 

Trigger when the GameObject receives an OnConversationStart message.

OnSequenceStart 

Trigger when the GameObject receives an OnSequenceStart message.

OnSaveDataApplied 

Trigger after applying save data, or after Save System's Frames To Wait Before Apply Data if not applying save data.

◆ DialogueTriggerEvent

This enum is used for the deprecated trigger components.

It has been replaced by DialogueSystemTriggerEvent, which is used by DialogueSystemTrigger.

A bit mask enum that defines the events that can trigger barks, conversations, and sequences. As the Dialogue System has grown, trigger events were added to the end rather than reordering the enum (which would break serialization in existing projects). If you modify the list, you must also update the property drawer DialogueTriggerEventDrawer.

Enumerator
OnBarkEnd 

Trigger when the GameObject receives an OnBarkEnd message.

OnConversationEnd 

Trigger when the GameObject receives an OnConversationEnd message.

OnSequenceEnd 

Trigger when the GameObject receives an OnSequenceEnd message.

OnTriggerEnter 

Trigger when another collider enters this GameObject's trigger collider.

OnStart 

Trigger when the GameObject starts (e.g., at the start of the level)

OnUse 

Trigger when the GameObject receives an OnUse message (e.g., from the Selector component)

OnEnable 

Trigger when the trigger script is enabled (allows retriggering if you disable and re-enable the script or deactivate and re-activate its GameObject.

OnTriggerExit 

Trigger when another collider exits this GameObject's trigger collider.

OnDisable 

Trigger when the GameObject is disabled.

OnDestroy 

Trigger when the GameObject is destroyed.

None 

Don't automatically trigger.

OnCollisionEnter 

Trigger when another collider touches this collider.

OnCollisionExit 

Trigger when another collider stops touching this collider.

◆ EmTag

Enumerator
None 
Em1 
Em2 
Em3 
Em4 

◆ EntrytagFormat

Enumerator
ActorName_ConversationID_EntryID 

Format entrytag as "ActorName_ConversationID_EntryID".

Special characters in ActorName will be replaced with underscores. Example: Private_Hart_9_42

ConversationTitle_EntryID 

Format entrytag as "ConversationTitle_EntryID".

Special characters in ConversationTitle will be replaced with underscores. Example: Boardroom_Discussion_42

ActorNameLineNumber 

Format entrytag Adventure Creator-style as "(ActorName)(LineNumber)".

Special characters in ActorName will be replaced with underscores. The Dialogue System will attempt to assign a unique line number to every entry using the formula ConversationID*500 + EntryID. Example: Player42

ConversationID_ActorName_EntryID 

Format entrytag as "ConversationID_ActorName_EntryID".

Special characters in ActorName will be replaced with underscores. Example: 9_Private_Hart_42

ActorName_ConversationTitle_EntryDescriptor 

Format entrytag as "ActorName_ConversationTitle_EntryDescriptor".

EntryDescriptor looks for an entry title first, then menu text, and if none, uses the ID instead. Special characters will be replaced with underscores. Example: Private_Hart_Boardroom_Discussions_No_Information_Available

VoiceOverFile 

Set entrytag to the value of the dialogue entry's VoiceOverFile field.

Title 

Set entrytag to value of dialogue entry's Title field, defaulting to ActorName_ConversationID_EntryID if Title isn't set.

Custom 

You must assign a delegate function to DialogueDatabase.getCustomEntrytagFormat(Conversation, DialogueEntry).

◆ FieldType

Data types used by the Field class.

Enumerator
Text 

Text.

Number 

Number (integer or float)

Boolean 

Boolean (true or false)

Files 

A text string in the format [file1, file2, ...].

Localization 

Localization asset.

Actor 

Actor ID.

Item 

Item ID.

Location 

Location ID.

◆ LuaWatchFrequency

Lua watch frequencies.

Enumerator
EveryUpdate 

Check every frame that Lua code was run.

EveryDialogueEntry 

Check every time an actor speaks a DialogueEntry in a conversation.

EndOfConversation 

Check at the end of conversations.

◆ MenuPanelNumber

Enumerator
Default 
Custom 
Panel0 
Panel1 
Panel2 
Panel3 
Panel4 
Panel5 
Panel6 
Panel7 
Panel8 
Panel9 
Panel10 
Panel11 
Panel12 
Panel13 
Panel14 
Panel15 
Panel16 
Panel17 
Panel18 
Panel19 
Panel20 
Panel21 
Panel22 
Panel23 
Panel24 
Panel25 
Panel26 
Panel27 
Panel28 
Panel29 
Panel30 
Panel31 

◆ QuestState

Quest state is a bit-flag enum that indicates the state of a quest.

This enum is used by the QuestLog class.

Enumerator
Unassigned 

Quest is unassigned.

Active 

Quest is active (assigned but not completed yet)

Success 

Quest was completed successfully; corresponds to "success" or "done".

Failure 

Quest was completed in failure.

Abandoned 

Quest was abandoned.

Grantable 

Quest is available to be granted to the player.

The Dialogue System does not use this state, but it's included for those who want to use it on their own

ReturnToNPC 

Quest is waiting for player to return to NPC.

The Dialogue System does not use this state, but it's included for those who want to use it on their own

◆ ResponseButtonAlignment

Response button alignment specifies how to add response buttons to the dialogue UI.

A dialogue UI may predefine any number of response button slots. For example, a "dialogue wheel" layout could define six response button slots going clockwise around the wheel. The response button alignment specifies whether to add responses starting from the first slot (clockwise) or the last slot (counter-clockwise).

The meanings of the enum values are:

  • ToFirst: Align responses to the first slot.
  • ToLast: Align responses to the last slot.

If there are more responses than predefined slots, it's up to the IDialogueUI implementation to decide how to handle this case.

If the dialogue author has specified a position (via the "[position #]" tag in the response's text), then the response will always go in that position, regardless of the alignment setting.

Enumerator
ToFirst 

Align responses to the first slot.

ToLast 

Align responses to the last slot.

◆ ResponseTimeoutAction

Response timeout action specifies what to do if the response menu times out.

Enumerator
ChooseFirstResponse 

Auto-select the first menu choice.

ChooseRandomResponse 

Auto-select a random menu choice.

EndConversation 

End of conversation.

ChooseCurrentResponse 

Auto-select current menu choice.

ChooseLastResponse 

Auto-select the last menu choice.

Custom 

Use a custom handler.

◆ SequenceSyntaxState

Enumerator
Unchecked 
Valid 
Error 

◆ SubtitlePanelNumber

Enumerator
Default 
UseBarkUI 
Custom 
Panel0 
Panel1 
Panel2 
Panel3 
Panel4 
Panel5 
Panel6 
Panel7 
Panel8 
Panel9 
Panel10 
Panel11 
Panel12 
Panel13 
Panel14 
Panel15 
Panel16 
Panel17 
Panel18 
Panel19 
Panel20 
Panel21 
Panel22 
Panel23 
Panel24 
Panel25 
Panel26 
Panel27 
Panel28 
Panel29 
Panel30 
Panel31 

◆ Toggle

Specifies how to set a Boolean value.

Flip indicates to invert the current value.

Enumerator
True 

Set Boolean to true.

False 

Set boolean to false.

Flip 

Invert the current value.

Function Documentation

◆ AcceptedTextDelegate()

delegate void PixelCrushers.DialogueSystem.AcceptedTextDelegate ( string  text)

This delegate is called when the player accepts the input.

◆ AssetLoadedDelegate()

delegate void PixelCrushers.DialogueSystem.AssetLoadedDelegate ( UnityEngine.Object  asset)

◆ CurrentQuestEntryStateDelegate()

delegate string PixelCrushers.DialogueSystem.CurrentQuestEntryStateDelegate ( string  quest,
int  entryNumber 
)

◆ CurrentQuestStateDelegate()

delegate string PixelCrushers.DialogueSystem.CurrentQuestStateDelegate ( string  quest)

◆ DeselectedUsableObjectDelegate()

delegate void PixelCrushers.DialogueSystem.DeselectedUsableObjectDelegate ( Usable  usable)

This delegate is called when a selector un-targets a usable object.

◆ DialogueEntrySpokenDelegate()

delegate void PixelCrushers.DialogueSystem.DialogueEntrySpokenDelegate ( Subtitle  subtitle)

◆ GetCustomSaveDataDelegate()

delegate string PixelCrushers.DialogueSystem.GetCustomSaveDataDelegate ( )

◆ GetDefaultSubtitleDurationDelegate()

delegate float PixelCrushers.DialogueSystem.GetDefaultSubtitleDurationDelegate ( string  text)

◆ GetInputButtonDownDelegate()

delegate bool PixelCrushers.DialogueSystem.GetInputButtonDownDelegate ( string  buttonName)

◆ GetLocalizedTextDelegate()

delegate string PixelCrushers.DialogueSystem.GetLocalizedTextDelegate ( string  s)

◆ IsDialogueEntryValidDelegate()

delegate bool PixelCrushers.DialogueSystem.IsDialogueEntryValidDelegate ( DialogueEntry  dialogueEntry)

This defines the syntax of the optional delegate that conversations can use to double-check that a dialogue entry is valid to use.

◆ LuaChangedDelegate()

delegate void PixelCrushers.DialogueSystem.LuaChangedDelegate ( LuaWatchItem  luaWatchItem,
Lua.Result  newValue 
)

Lua expression changed delegate.

◆ QuestStateToStringDelegate()

delegate string PixelCrushers.DialogueSystem.QuestStateToStringDelegate ( QuestState  state)

◆ SelectedUsableObjectDelegate()

delegate void PixelCrushers.DialogueSystem.SelectedUsableObjectDelegate ( Usable  usable)

This delegate is called when a selector targets a usable object.

Example uses:

  • Update a HUD with the usable object's info
  • Make the usable object play an animation

◆ SetQuestEntryStateDelegate()

delegate void PixelCrushers.DialogueSystem.SetQuestEntryStateDelegate ( string  quest,
int  entryNumber,
string  state 
)

◆ SetQuestStateDelegate()

delegate void PixelCrushers.DialogueSystem.SetQuestStateDelegate ( string  quest,
string  state 
)

◆ SetupGenericMenuDelegate()

delegate void PixelCrushers.DialogueSystem.SetupGenericMenuDelegate ( GenericMenu  menu)

◆ StringToQuestStateDelegate()

delegate QuestState PixelCrushers.DialogueSystem.StringToQuestStateDelegate ( string  s)

◆ ToggleChangedDelegate()

delegate void PixelCrushers.DialogueSystem.ToggleChangedDelegate ( bool  value,
object  data 
)

◆ TransformDelegate()

delegate void PixelCrushers.DialogueSystem.TransformDelegate ( Transform  t)

◆ TryDragAndDropDelegate()

delegate bool PixelCrushers.DialogueSystem.TryDragAndDropDelegate ( UnityEngine.Object  obj,
ref string  sequence 
)

◆ UsableDelegate()

delegate void PixelCrushers.DialogueSystem.UsableDelegate ( Usable  usable)