PixelCrushers.DialogueSystem.ConversationState Class Reference

The current state of a conversation, which can also be thought of as the current position in the dialogue tree. More...

Collaboration diagram for PixelCrushers.DialogueSystem.ConversationState:

Public Member Functions

 ConversationState (Subtitle subtitle, Response[] npcResponses, Response[] pcResponses, bool isGroup=false)
 Initializes a new ConversationState. More...
 

Public Attributes

Subtitle subtitle
 The subtitle of the current dialogue entry. More...
 
Response[] npcResponses
 The NPC responses linked from the current dialogue entry. More...
 
Response[] pcResponses
 The PC responses linked from the current dialogue entry. More...
 

Properties

bool HasNPCResponse [get]
 Indicates whether the current state has any NPC responses. More...
 
ResponseFirstNPCResponse [get]
 Gets the first NPC response. More...
 
bool HasPCResponses [get]
 Indicates whether the current state has any PC responses. More...
 
bool HasPCAutoResponse [get]
 Indicates whether the current state has a PC auto-response, which means it has only a single response and that response does not specify "force menu." More...
 
ResponsePCAutoResponse [get]
 Gets the PC auto response. More...
 
bool HasAnyResponses [get]
 Indicates whether this state has any responses (PC or NPC). More...
 
bool IsGroup [get, set]
 Indicates whether this state corresponds to a group dialogue entry. More...
 

Detailed Description

The current state of a conversation, which can also be thought of as the current position in the dialogue tree.

Constructor & Destructor Documentation

◆ ConversationState()

PixelCrushers.DialogueSystem.ConversationState.ConversationState ( Subtitle  subtitle,
Response[]  npcResponses,
Response[]  pcResponses,
bool  isGroup = false 
)

Initializes a new ConversationState.

Parameters
subtitleSubtitle of the current dialogue entry.
npcResponsesNPC responses.
pcResponsesPC responses.

Member Data Documentation

◆ npcResponses

Response [] PixelCrushers.DialogueSystem.ConversationState.npcResponses

The NPC responses linked from the current dialogue entry.

This array may be empty. Typically, a conversation state will have either NPC responses or PC responses but not both.

◆ pcResponses

Response [] PixelCrushers.DialogueSystem.ConversationState.pcResponses

The PC responses linked from the current dialogue entry.

This array may be empty. Typically, a conversation state will have either NPC responses or PC responses but not both.

◆ subtitle

Subtitle PixelCrushers.DialogueSystem.ConversationState.subtitle

The subtitle of the current dialogue entry.

Property Documentation

◆ FirstNPCResponse

Response? PixelCrushers.DialogueSystem.ConversationState.FirstNPCResponse
get

Gets the first NPC response.

The first NPC response.

◆ HasAnyResponses

bool PixelCrushers.DialogueSystem.ConversationState.HasAnyResponses
get

Indicates whether this state has any responses (PC or NPC).

true if this instance has any responses; otherwise, false.

◆ HasNPCResponse

bool PixelCrushers.DialogueSystem.ConversationState.HasNPCResponse
get

Indicates whether the current state has any NPC responses.

true if this instance has any NPC responses; otherwise, false.

◆ HasPCAutoResponse

bool PixelCrushers.DialogueSystem.ConversationState.HasPCAutoResponse
get

Indicates whether the current state has a PC auto-response, which means it has only a single response and that response does not specify "force menu."

true if this instance has PC auto response; otherwise, false.

◆ HasPCResponses

bool PixelCrushers.DialogueSystem.ConversationState.HasPCResponses
get

Indicates whether the current state has any PC responses.

true if this instance has PC responses; otherwise, false.

◆ IsGroup

bool PixelCrushers.DialogueSystem.ConversationState.IsGroup
getset

Indicates whether this state corresponds to a group dialogue entry.

true if a group; otherwise, false.

◆ PCAutoResponse

Response? PixelCrushers.DialogueSystem.ConversationState.PCAutoResponse
get

Gets the PC auto response.

The PC auto response, or null if the state doesn't have one.


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