Handles the user interaction part of a conversation.
More...
Handles the user interaction part of a conversation.
The ConversationController provides the content and receives UI events.
◆ Close()
void PixelCrushers.DialogueSystem.ConversationView.Close |
( |
| ) |
|
Close the conversation view.
◆ GetDefaultSequence()
string PixelCrushers.DialogueSystem.ConversationView.GetDefaultSequence |
( |
Subtitle |
subtitle | ) |
|
Gets the default sequence for a subtitle.
- Returns
- The default sequence.
- Parameters
-
◆ Initialize()
Initialize a UI and sequencer with displaySettings.
- Parameters
-
ui | Dialogue UI. |
sequencer | Sequencer. |
displaySettings | Display settings to initiate the UI and sequencer with. |
◆ OnConversationContinue()
void PixelCrushers.DialogueSystem.ConversationView.OnConversationContinue |
( |
IDialogueUI |
dialogueUI | ) |
|
Continues this conversation if the dialogue UI matches.
- Parameters
-
◆ OnConversationContinueAll()
void PixelCrushers.DialogueSystem.ConversationView.OnConversationContinueAll |
( |
| ) |
|
Continues all conversations.
◆ SelectResponse()
◆ SetActorPortraitTexture()
void PixelCrushers.DialogueSystem.ConversationView.SetActorPortraitTexture |
( |
string |
actorName, |
|
|
Texture2D |
portraitTexture |
|
) |
| |
Sets the portrait texture to use in the UI for an actor.
This is used when the SetPortrait() sequencer command changes an actor's image.
- Parameters
-
actorName | Actor name. |
portraitTexture | Portrait texture. |
◆ SetPCPortrait()
void PixelCrushers.DialogueSystem.ConversationView.SetPCPortrait |
( |
Texture2D |
pcTexture, |
|
|
string |
pcName |
|
) |
| |
Sets the PC portrait to use for the response menu.
- Parameters
-
pcTexture | PC texture. |
pcName | PC name. |
◆ SetupContinueButton()
void PixelCrushers.DialogueSystem.ConversationView.SetupContinueButton |
( |
| ) |
|
Determines whether the continue button should be shown, and shows or hides it.
Call this if you've manually changed the continue button mode while the conversation is displaying a line. In most cases you won't ever need to call this manually.
◆ ShowLastNPCSubtitle()
void PixelCrushers.DialogueSystem.ConversationView.ShowLastNPCSubtitle |
( |
| ) |
|
Shows the most recently displayed subtitle.
◆ StartResponses()
void PixelCrushers.DialogueSystem.ConversationView.StartResponses |
( |
Subtitle |
subtitle, |
|
|
Response[] |
responses |
|
) |
| |
Displays the player response menu.
- Parameters
-
subtitle | Last subtitle, to display as a reminder of what the player is responding to. |
responses | Responses. |
◆ StartSubtitle()
void PixelCrushers.DialogueSystem.ConversationView.StartSubtitle |
( |
Subtitle |
subtitle, |
|
|
bool |
isPCResponseMenuNext, |
|
|
bool |
isPCAutoResponseNext |
|
) |
| |
Starts displaying a subtitle.
- Parameters
-
subtitle | Subtitle to display. |
isPCResponseNext | Indicates whether the next stage is the player or NPC. |
isPCAutoResponseNext | Indicates whether the next stage is a player auto-response. |
◆ Update()
void PixelCrushers.DialogueSystem.ConversationView.Update |
( |
| ) |
|
Checks if the player has cancelled the conversation.
◆ displaySettings
DisplaySettings PixelCrushers.DialogueSystem.ConversationView.displaySettings |
|
get |
◆ isWaitingForContinue
bool PixelCrushers.DialogueSystem.ConversationView.isWaitingForContinue |
|
get |
◆ FinishedSubtitleHandler
EventHandler PixelCrushers.DialogueSystem.ConversationView.FinishedSubtitleHandler = null |
Called when a subtitle is finished displaying (including text delay and cutscene sequence).
◆ SelectedResponseHandler
Called when the player selects a response.
The documentation for this class was generated from the following file:
- D:/Documents/Unity Projects/Dialogue System/Dev/Source/Assets/Dialogue System/Scripts/Core/Model-View-Controller/View/Conversation View/ConversationView.cs