PixelCrushers.DialogueSystem.CorgiEngine.ConversationZone Class Reference

Add this class to an empty GameObject. More...

Inheritance diagram for PixelCrushers.DialogueSystem.CorgiEngine.ConversationZone:
Collaboration diagram for PixelCrushers.DialogueSystem.CorgiEngine.ConversationZone:

Public Types

enum  FollowTarget { FollowTarget.Nothing, FollowTarget.Actor, FollowTarget.Conversant }
 

Public Member Functions

override bool CanShowPrompt ()
 
void OnConversationStart (Transform actor)
 
void OnConversationEnd (Transform actor)
 

Public Attributes

bool playerIsActor = true
 
bool canMoveWhileTalking = false
 
bool corgiControlsCameraWhileTalking = false
 
bool disableInventoryWhileTalking = true
 
FollowTarget dialogueUIFollows = FollowTarget.Nothing
 
Vector3 followOffset = Vector3.zero
 
string numActivationsLeftVariable = string.Empty
 

Protected Member Functions

virtual bool CanStartConversation ()
 
override void ZoneActivated ()
 When the button is pressed we start the conversation. More...
 
override void OnEnable ()
 
virtual void OnDisable ()
 
virtual void OnRecordPersistentData ()
 
virtual void OnApplyPersistentData ()
 

Detailed Description

Add this class to an empty GameObject.

It will automatically add a boxcollider2d, set it to "is trigger". Then customize the conversation zone through the inspector to run a Dialogue System conversation.

Member Enumeration Documentation

◆ FollowTarget

Enumerator
Nothing 
Actor 
Conversant 

Member Function Documentation

◆ CanShowPrompt()

override bool PixelCrushers.DialogueSystem.CorgiEngine.ConversationZone.CanShowPrompt ( )

◆ CanStartConversation()

virtual bool PixelCrushers.DialogueSystem.CorgiEngine.ConversationZone.CanStartConversation ( )
protectedvirtual

◆ OnApplyPersistentData()

virtual void PixelCrushers.DialogueSystem.CorgiEngine.ConversationZone.OnApplyPersistentData ( )
protectedvirtual

◆ OnConversationEnd()

void PixelCrushers.DialogueSystem.CorgiEngine.ConversationZone.OnConversationEnd ( Transform  actor)

◆ OnConversationStart()

void PixelCrushers.DialogueSystem.CorgiEngine.ConversationZone.OnConversationStart ( Transform  actor)

◆ OnDisable()

virtual void PixelCrushers.DialogueSystem.CorgiEngine.ConversationZone.OnDisable ( )
protectedvirtual

◆ OnEnable()

override void PixelCrushers.DialogueSystem.CorgiEngine.ConversationZone.OnEnable ( )
protected

◆ OnRecordPersistentData()

virtual void PixelCrushers.DialogueSystem.CorgiEngine.ConversationZone.OnRecordPersistentData ( )
protectedvirtual

◆ ZoneActivated()

override void PixelCrushers.DialogueSystem.CorgiEngine.ConversationZone.ZoneActivated ( )
protected

When the button is pressed we start the conversation.

Member Data Documentation

◆ canMoveWhileTalking

bool PixelCrushers.DialogueSystem.CorgiEngine.ConversationZone.canMoveWhileTalking = false

◆ corgiControlsCameraWhileTalking

bool PixelCrushers.DialogueSystem.CorgiEngine.ConversationZone.corgiControlsCameraWhileTalking = false

◆ dialogueUIFollows

FollowTarget PixelCrushers.DialogueSystem.CorgiEngine.ConversationZone.dialogueUIFollows = FollowTarget.Nothing

◆ disableInventoryWhileTalking

bool PixelCrushers.DialogueSystem.CorgiEngine.ConversationZone.disableInventoryWhileTalking = true

◆ followOffset

Vector3 PixelCrushers.DialogueSystem.CorgiEngine.ConversationZone.followOffset = Vector3.zero

◆ numActivationsLeftVariable

string PixelCrushers.DialogueSystem.CorgiEngine.ConversationZone.numActivationsLeftVariable = string.Empty

◆ playerIsActor

bool PixelCrushers.DialogueSystem.CorgiEngine.ConversationZone.playerIsActor = true

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