PixelCrushers.DialogueSystem.BarkOnDialogueEvent Class Reference

Barks at the start and/or end of a dialogue event. More...

Inheritance diagram for PixelCrushers.DialogueSystem.BarkOnDialogueEvent:
Collaboration diagram for PixelCrushers.DialogueSystem.BarkOnDialogueEvent:

Classes

class  BarkAction
 The parameters for a bark action. More...
 

Public Member Functions

override void TryStartActions (Transform actor)
 Tries the actions that should run when the event starts (e.g., OnBarkStart). More...
 
override void TryEndActions (Transform actor)
 Tries the actions that should run when the event ends (e.g., OnBarkEnd). More...
 
void DoAction (BarkAction action, Transform actor)
 
- Public Member Functions inherited from PixelCrushers.DialogueSystem.ActOnDialogueEvent
void OnBarkStart (Transform actor)
 Handles OnBarkStart events. More...
 
void OnBarkEnd (Transform actor)
 Handles OnBarkEnd events. More...
 
void OnConversationStart (Transform actor)
 Handles OnConversationStart events. More...
 
void OnConversationEnd (Transform actor)
 Handles OnConversationEnd events. More...
 
void OnSequenceStart (Transform actor)
 Handles OnSequenceStart events. More...
 
void OnSequenceEnd (Transform actor)
 Handles OnSequenceEnd events. More...
 

Public Attributes

BarkAction[] onStart = new BarkAction[0]
 Actions to take on the "start" event (e.g., OnConversationStart). More...
 
BarkAction[] onEnd = new BarkAction[0]
 Actions to take on the "end" event (e.g., OnConversationEnd). More...
 
BarkOrder barkOrder = BarkOrder.Random
 The bark order. More...
 
- Public Attributes inherited from PixelCrushers.DialogueSystem.ActOnDialogueEvent
DialogueEvent trigger
 The dialogue event that triggers the actions. More...
 
bool once = false
 Set true if this should only happen once. More...
 
DialogueDatabase selectedDatabase = null
 

Properties

Sequencer sequencer [get]
 Gets the sequencer used by the current bark, if a bark is playing. More...
 

Detailed Description

Barks at the start and/or end of a dialogue event.

You can use this to chain barks, essentially creating an interactive, gameplay conversation of barks.

Member Function Documentation

◆ DoAction()

void PixelCrushers.DialogueSystem.BarkOnDialogueEvent.DoAction ( BarkAction  action,
Transform  actor 
)

◆ TryEndActions()

override void PixelCrushers.DialogueSystem.BarkOnDialogueEvent.TryEndActions ( Transform  actor)
virtual

Tries the actions that should run when the event ends (e.g., OnBarkEnd).

Parameters
actorActor.

Implements PixelCrushers.DialogueSystem.ActOnDialogueEvent.

◆ TryStartActions()

override void PixelCrushers.DialogueSystem.BarkOnDialogueEvent.TryStartActions ( Transform  actor)
virtual

Tries the actions that should run when the event starts (e.g., OnBarkStart).

Parameters
actorActor.

Implements PixelCrushers.DialogueSystem.ActOnDialogueEvent.

Member Data Documentation

◆ barkOrder

BarkOrder PixelCrushers.DialogueSystem.BarkOnDialogueEvent.barkOrder = BarkOrder.Random

The bark order.

◆ onEnd

BarkAction [] PixelCrushers.DialogueSystem.BarkOnDialogueEvent.onEnd = new BarkAction[0]

Actions to take on the "end" event (e.g., OnConversationEnd).

◆ onStart

BarkAction [] PixelCrushers.DialogueSystem.BarkOnDialogueEvent.onStart = new BarkAction[0]

Actions to take on the "start" event (e.g., OnConversationStart).

Property Documentation

◆ sequencer

Sequencer PixelCrushers.DialogueSystem.BarkOnDialogueEvent.sequencer
get

Gets the sequencer used by the current bark, if a bark is playing.

If a bark is not playing, this is undefined. To check if a bark is playing, check the bark UI's IsPlaying property.

The sequencer.


The documentation for this class was generated from the following file: