The Dialogue System trigger is a general-purpose trigger that can execute most Dialogue System functions such as starting conversations, barks, alerts, sequences, and Lua code.
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The Dialogue System trigger is a general-purpose trigger that can execute most Dialogue System functions such as starting conversations, barks, alerts, sequences, and Lua code.
◆ Awake()
virtual void PixelCrushers.DialogueSystem.DialogueSystemTrigger.Awake |
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◆ Fire()
void PixelCrushers.DialogueSystem.DialogueSystemTrigger.Fire |
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Transform |
actor | ) |
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◆ OnApplicationQuit()
void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnApplicationQuit |
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◆ OnApplyPersistentData()
void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnApplyPersistentData |
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Listens for the OnApplyPersistentData message and retrieves the current bark index.
◆ OnBarkEnd()
void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnBarkEnd |
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Transform |
actor | ) |
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◆ OnCollisionEnter()
void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnCollisionEnter |
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Collision |
collision | ) |
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◆ OnCollisionEnter2D()
void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnCollisionEnter2D |
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Collision2D |
collision | ) |
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◆ OnCollisionExit()
void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnCollisionExit |
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Collision |
collision | ) |
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◆ OnCollisionExit2D()
void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnCollisionExit2D |
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Collision2D |
collision | ) |
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◆ OnConversationEnd()
void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnConversationEnd |
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Transform |
actor | ) |
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◆ OnDestroy()
void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnDestroy |
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◆ OnDisable()
void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnDisable |
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◆ OnEnable()
void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnEnable |
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◆ OnLevelWillBeUnloaded()
void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnLevelWillBeUnloaded |
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◆ OnRecordPersistentData()
void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnRecordPersistentData |
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Listens for the OnRecordPersistentData message and records the current bark index.
◆ OnSequenceEnd()
void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnSequenceEnd |
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Transform |
actor | ) |
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◆ OnTriggerEnter()
void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnTriggerEnter |
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Collider |
other | ) |
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◆ OnTriggerEnter2D()
void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnTriggerEnter2D |
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Collider2D |
other | ) |
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◆ OnTriggerExit()
void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnTriggerExit |
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Collider |
other | ) |
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◆ OnTriggerExit2D()
void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnTriggerExit2D |
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Collider2D |
other | ) |
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◆ OnUse() [1/3]
void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnUse |
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◆ OnUse() [2/3]
void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnUse |
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string |
message | ) |
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◆ OnUse() [3/3]
void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnUse |
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Transform |
actor | ) |
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◆ ResetBarkHistory()
void PixelCrushers.DialogueSystem.DialogueSystemTrigger.ResetBarkHistory |
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Resets the bark history to the beginning of the list of bark lines.
◆ Start()
void PixelCrushers.DialogueSystem.DialogueSystemTrigger.Start |
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◆ TryStart() [1/2]
void PixelCrushers.DialogueSystem.DialogueSystemTrigger.TryStart |
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Transform |
actor | ) |
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◆ TryStart() [2/2]
void PixelCrushers.DialogueSystem.DialogueSystemTrigger.TryStart |
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Transform |
actor, |
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Transform |
interactor |
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Sets the quest status if the condition is true.
◆ alertDuration
float PixelCrushers.DialogueSystem.DialogueSystemTrigger.alertDuration = 0 |
◆ alertMessage
string PixelCrushers.DialogueSystem.DialogueSystemTrigger.alertMessage |
An optional gameplay alert message.
Leave blank for no message.
◆ allowBarksDuringConversations
bool PixelCrushers.DialogueSystem.DialogueSystemTrigger.allowBarksDuringConversations = false |
Are barks allowed during conversations?
◆ barkConversation
string PixelCrushers.DialogueSystem.DialogueSystemTrigger.barkConversation = string.Empty |
The title of the bark conversation.
◆ barker
Transform PixelCrushers.DialogueSystem.DialogueSystemTrigger.barker |
◆ barkOrder
Specifies the order to run through the list of barks.
- Random: Choose a random bark from the conversation.
- Sequential: Choose the barks in order from first to last, looping at the end.
◆ barkTarget
Transform PixelCrushers.DialogueSystem.DialogueSystemTrigger.barkTarget |
◆ cacheBarkLines
bool PixelCrushers.DialogueSystem.DialogueSystemTrigger.cacheBarkLines = false |
If ticked, bark info is cached during the first bark.
This can reduce stutter when barking on slower mobile devices, but barks are not reevaluated each time as the state changes, barks use no em formatting codes, and sequences are not played with barks.
◆ condition
Condition PixelCrushers.DialogueSystem.DialogueSystemTrigger.condition |
The conditions under which the trigger will fire.
◆ conversation
string PixelCrushers.DialogueSystem.DialogueSystemTrigger.conversation = string.Empty |
The title of the conversation to start.
◆ conversationActor
Transform PixelCrushers.DialogueSystem.DialogueSystemTrigger.conversationActor |
The actor to converse with.
If not set, the game object that triggered the event.
◆ conversationConversant
Transform PixelCrushers.DialogueSystem.DialogueSystemTrigger.conversationConversant |
The conversant of the conversation.
If not set, this game object. The actor is usually the entity that caused the trigger (for example, the player that hits the "Use" button on the conversant, thereby triggering OnUse).
◆ exclusive
bool PixelCrushers.DialogueSystem.DialogueSystemTrigger.exclusive = false |
Only start if no other conversation is active.
◆ localizedTextTable
An optional localized text table to use for the alert message.
◆ luaCode
string PixelCrushers.DialogueSystem.DialogueSystemTrigger.luaCode = string.Empty |
◆ questEntryNumber
int PixelCrushers.DialogueSystem.DialogueSystemTrigger.questEntryNumber = 1 |
The quest entry number whose state to change.
◆ questEntryState
QuestState PixelCrushers.DialogueSystem.DialogueSystemTrigger.questEntryState |
The new state of the quest entry when triggered.
◆ questName
string PixelCrushers.DialogueSystem.DialogueSystemTrigger.questName |
◆ questState
QuestState PixelCrushers.DialogueSystem.DialogueSystemTrigger.questState |
The new state of the quest when triggered.
◆ selectedDatabase
DialogueDatabase PixelCrushers.DialogueSystem.DialogueSystemTrigger.selectedDatabase = null |
◆ sendMessages
Targets and messages to send when the trigger fires.
◆ sequence
string PixelCrushers.DialogueSystem.DialogueSystemTrigger.sequence = string.Empty |
◆ sequenceListener
Transform PixelCrushers.DialogueSystem.DialogueSystemTrigger.sequenceListener |
The listener to use for the sequence (or null if no listener is needed).
Sequence commands can reference 'speaker' and 'listener', so you may need to define them in this component.
◆ sequenceSpeaker
Transform PixelCrushers.DialogueSystem.DialogueSystemTrigger.sequenceSpeaker |
The speaker to use for the sequence (or null if no speaker is needed).
Sequence commands can reference 'speaker' and 'listener', so you may need to define them in this component.
◆ setQuestEntryState
bool PixelCrushers.DialogueSystem.DialogueSystemTrigger.setQuestEntryState = false |
If true
, set the quest entry state.
◆ setQuestState
bool PixelCrushers.DialogueSystem.DialogueSystemTrigger.setQuestState = true |
If true
, set the quest state.
◆ skipBarkIfNoValidEntries
bool PixelCrushers.DialogueSystem.DialogueSystemTrigger.skipBarkIfNoValidEntries |
Skip bark if no valid entries.
◆ skipIfNoValidEntries
bool PixelCrushers.DialogueSystem.DialogueSystemTrigger.skipIfNoValidEntries |
If this is true
and no valid entries currently link from the start entry, don't start the conversation.
◆ stopConversationOnTriggerExit
bool PixelCrushers.DialogueSystem.DialogueSystemTrigger.stopConversationOnTriggerExit = false |
Set true
to stop the conversation if the actor leaves the trigger area.
◆ trigger
The trigger that starts the conversation.
◆ useBarkTitlePicker
bool PixelCrushers.DialogueSystem.DialogueSystemTrigger.useBarkTitlePicker = true |
◆ useConversationTitlePicker
bool PixelCrushers.DialogueSystem.DialogueSystemTrigger.useConversationTitlePicker = true |
◆ useQuestNamePicker
bool PixelCrushers.DialogueSystem.DialogueSystemTrigger.useQuestNamePicker = true |
◆ waitOneFrameOnStartOrEnable
bool PixelCrushers.DialogueSystem.DialogueSystemTrigger.waitOneFrameOnStartOrEnable = true |
◆ sequencer
Sequencer PixelCrushers.DialogueSystem.DialogueSystemTrigger.sequencer |
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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:
- D:/Documents/Unity Projects/Dialogue System/Dev/Source/Assets/Dialogue System/Scripts/Supplemental/Triggers/Starters/DialogueSystemTrigger.cs