This part of the Dialogue Editor window handles the main code for the conversation node editor. More...
Classes | |
class | MultinodeSelection |
class | Watch |
Public Types | |
enum | WatchType { WatchType.Expression, WatchType.Variable, WatchType.Quest } |
Public Member Functions | |
void | DrawSelectedLinkContents () |
void | DrawLink (Vector3 start, Vector3 end, Color color) |
void | DrawSpecialLink (Vector3 start, Vector3 end, Color color) |
void | UpdateConversationTitles () |
bool | DrawConversationProperties () |
void | DrawConversationFieldsFoldout () |
void | ResetDialogueEntryText (DialogueEntry entry) |
void | ResetLuaWizards () |
bool | DrawDialogueEntryFieldContents () |
bool | DrawMultinodeSelectionInspector () |
bool | DrawDialogueEntryInspector () |
string | DrawAssetPopup< T > (string value, List< T > assets, GUIContent assetLabel) |
string | DrawAssetPopup< T > (Rect rect, string value, List< T > assets, GUIContent assetLabel) |
void | SelectObject (UnityEngine.Object obj) |
void | Reset () |
void | OnGUI () |
void | SetDatabaseDirty (string reason) |
string | GetWatchedVariableName (int variableIndex) |
Variable | FindVariableInDatabase (int variableIndex) |
string | GetWatchedQuestName (int questIndex) |
Static Public Member Functions | |
static DialogueEditorWindow | OpenDialogueEditorWindow () |
static void | OpenDialogueEntry (DialogueDatabase database, int conversationID, int dialogueEntryID) |
Opens the dialogue editor window to a specific dialogue entry. More... | |
Public Attributes | |
HashSet< string > | languages = new HashSet<string>() |
Static Public Attributes | |
static DialogueEditorWindow | instance = null |
Properties | |
static object | inspectorSelection [get, set] |
This part of the Dialogue Editor window handles the main code for the conversation node editor.
This part of the Dialogue Editor window handles the Watches tab, which replaces the Templates tab at runtime to allow the user to watch Lua values.
This part of the Dialogue Editor window handles the Variables tab.
This part of the Dialogue Editor window implements UpdateTemplateFromAssets().
This part of the Dialogue Editor window handles the Template tab, which allows the user to modify the template uses by dialogue databases.
This part of the Dialogue Editor window handles the Locations tab.
This part of the Dialogue Editor window keeps track of the list of languages used in the current dialogue database.
This part of the Dialogue Editor window handles the Items tab.
This part of the Dialogue Editor window handles the GUI Styles used by the outline-style dialogue tree editor.
This part of the Dialogue Editor window handles drawing a single field.
This part of the Dialogue Editor window handles the outline-style dialogue tree editor.
This part of the Dialogue Editor window provides a Search bar in the outline-style dialogue tree editor.
This part of the Dialogue Editor window handles the Database tab.
This part of the Dialogue Editor window handles the Conversations tab.
This part of the Dialogue Editor window provides generic functionality for assets.
This part of the Dialogue Editor window handles asset lists, which are lists of assets such as actors, items, and locations.
This part of the Dialogue Editor window handles the Actors tab.
Dialogue database editor window.
This part of the Dialogue Editor window handles the top controls for the conversation node editor.
This part of the Dialogue Editor window provides the base for a Mecanim-style editor window.
This part of the Dialogue Editor window handles the auto-arrange feature for the conversation node editor.
This part adds the Dialogue Editor menu items to Unity. The Dialogue Editor is a custom editor window. Its functionality is split into separate files that constitute partial class definitions. Each file handles one aspect of the Dialogue Editor, such as the Actors tab or the Items tab.
Asset lists are used in popup menus in other parts of the class.
Most of the tabs (Actor, Item, etc.) use the generic methods in this part as a base.
If the user has selected the node editor (default), it uses the node editor part. Otherwise it uses the outline-style dialogue tree part.
Drawing fields is complicated because a field can be one of several types. Actor fields need to provide a popup menu of the actors in the database, quest state fields need to provide a popup menu of the quest states, etc.
Since the quest system also uses the Item table, this part handles quests as well as standard items.
Locations are just treated as basic assets, so it uses the generic asset methods.
This is the main part of a class that spans several files using partial classes. Each file handles one aspect of the Dialogue Editor, such as the Actors tab or the Items tab.
Variables are just treated as basic assets, so it uses the generic asset methods.
string PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.DrawAssetPopup< T > | ( | Rect | rect, |
string | value, | ||
List< T > | assets, | ||
GUIContent | assetLabel | ||
) |
T | : | Asset |
string PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.DrawAssetPopup< T > | ( | string | value, |
List< T > | assets, | ||
GUIContent | assetLabel | ||
) |
T | : | Asset |
void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.DrawConversationFieldsFoldout | ( | ) |
bool PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.DrawConversationProperties | ( | ) |
bool PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.DrawDialogueEntryFieldContents | ( | ) |
bool PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.DrawDialogueEntryInspector | ( | ) |
void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.DrawLink | ( | Vector3 | start, |
Vector3 | end, | ||
Color | color | ||
) |
bool PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.DrawMultinodeSelectionInspector | ( | ) |
void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.DrawSelectedLinkContents | ( | ) |
void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.DrawSpecialLink | ( | Vector3 | start, |
Vector3 | end, | ||
Color | color | ||
) |
Variable PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.FindVariableInDatabase | ( | int | variableIndex | ) |
string PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.GetWatchedQuestName | ( | int | questIndex | ) |
string PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.GetWatchedVariableName | ( | int | variableIndex | ) |
void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.OnGUI | ( | ) |
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static |
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static |
Opens the dialogue editor window to a specific dialogue entry.
database | The database to open. |
conversationID | The conversation ID. |
dialogueEntryID | The dialogue entry ID in the conversation. |
void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.Reset | ( | ) |
void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.ResetDialogueEntryText | ( | DialogueEntry | entry | ) |
void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.ResetLuaWizards | ( | ) |
void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.SelectObject | ( | UnityEngine.Object | obj | ) |
void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.SetDatabaseDirty | ( | string | reason | ) |
void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.UpdateConversationTitles | ( | ) |
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static |
HashSet<string> PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.languages = new HashSet<string>() |
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staticgetset |