The quest trigger component sets a quest status when the game object receives a specified trigger event. More...
Classes | |
class | SendMessageAction |
Public Member Functions | |
void | OnBarkEnd (Transform actor) |
void | OnConversationEnd (Transform actor) |
void | OnSequenceEnd (Transform actor) |
void | OnUse (Transform actor) |
void | OnUse (string message) |
void | OnUse () |
void | OnTriggerEnter (Collider other) |
void | OnTriggerEnter2D (Collider2D other) |
void | OnTriggerExit (Collider other) |
void | OnTriggerExit2D (Collider2D other) |
void | OnCollisionEnter (Collision collision) |
void | OnCollisionEnter2D (Collision2D collision) |
void | OnCollisionExit (Collision collision) |
void | OnCollisionExit2D (Collision2D collision) |
void | Start () |
void | OnEnable () |
void | OnDisable () |
void | OnLevelWillBeUnloaded () |
void | OnApplicationQuit () |
void | OnDestroy () |
void | TryStart (Transform actor) |
Sets the quest status if the condition is true. More... | |
void | Fire () |
Public Attributes | |
DialogueTriggerEvent | trigger = DialogueTriggerEvent.OnUse |
The trigger that starts the conversation. More... | |
Condition | condition |
The conditions under which the trigger will fire. More... | |
string | questName |
The name of the quest. More... | |
bool | setQuestState = true |
If true , set the quest state. More... | |
QuestState | questState |
The new state of the quest when triggered. More... | |
bool | setQuestEntryState = false |
If true , set the quest entry state. More... | |
int | questEntryNumber = 1 |
The quest entry number whose state to change. More... | |
QuestState | questEntryState |
The new state of the quest entry when triggered. More... | |
string | luaCode = string.Empty |
The lua code to run. More... | |
string | alertMessage |
An optional gameplay alert message. More... | |
LocalizedTextTable | localizedTextTable |
An optional localized text table to use for the alert message. More... | |
SendMessageAction[] | sendMessages = new SendMessageAction[0] |
Targets and messages to send when the trigger fires. More... | |
bool | useQuestNamePicker = true |
DialogueDatabase | selectedDatabase = null |
Public Attributes inherited from PixelCrushers.DialogueSystem.DialogueEventStarter | |
bool | once = false |
Set true if this event should only happen once. More... | |
Additional Inherited Members | |
Protected Member Functions inherited from PixelCrushers.DialogueSystem.DialogueEventStarter | |
void | DestroyIfOnce () |
The quest trigger component sets a quest status when the game object receives a specified trigger event.
For example, you can add a quest trigger and a static trigger collider to an area. When the player enters the trigger area, this component could set a quest status to success.
void PixelCrushers.DialogueSystem.QuestTrigger.Fire | ( | ) |
void PixelCrushers.DialogueSystem.QuestTrigger.OnApplicationQuit | ( | ) |
void PixelCrushers.DialogueSystem.QuestTrigger.OnBarkEnd | ( | Transform | actor | ) |
void PixelCrushers.DialogueSystem.QuestTrigger.OnCollisionEnter | ( | Collision | collision | ) |
void PixelCrushers.DialogueSystem.QuestTrigger.OnCollisionEnter2D | ( | Collision2D | collision | ) |
void PixelCrushers.DialogueSystem.QuestTrigger.OnCollisionExit | ( | Collision | collision | ) |
void PixelCrushers.DialogueSystem.QuestTrigger.OnCollisionExit2D | ( | Collision2D | collision | ) |
void PixelCrushers.DialogueSystem.QuestTrigger.OnConversationEnd | ( | Transform | actor | ) |
void PixelCrushers.DialogueSystem.QuestTrigger.OnDestroy | ( | ) |
void PixelCrushers.DialogueSystem.QuestTrigger.OnDisable | ( | ) |
void PixelCrushers.DialogueSystem.QuestTrigger.OnEnable | ( | ) |
void PixelCrushers.DialogueSystem.QuestTrigger.OnLevelWillBeUnloaded | ( | ) |
void PixelCrushers.DialogueSystem.QuestTrigger.OnSequenceEnd | ( | Transform | actor | ) |
void PixelCrushers.DialogueSystem.QuestTrigger.OnTriggerEnter | ( | Collider | other | ) |
void PixelCrushers.DialogueSystem.QuestTrigger.OnTriggerEnter2D | ( | Collider2D | other | ) |
void PixelCrushers.DialogueSystem.QuestTrigger.OnTriggerExit | ( | Collider | other | ) |
void PixelCrushers.DialogueSystem.QuestTrigger.OnTriggerExit2D | ( | Collider2D | other | ) |
void PixelCrushers.DialogueSystem.QuestTrigger.OnUse | ( | ) |
void PixelCrushers.DialogueSystem.QuestTrigger.OnUse | ( | string | message | ) |
void PixelCrushers.DialogueSystem.QuestTrigger.OnUse | ( | Transform | actor | ) |
void PixelCrushers.DialogueSystem.QuestTrigger.Start | ( | ) |
void PixelCrushers.DialogueSystem.QuestTrigger.TryStart | ( | Transform | actor | ) |
Sets the quest status if the condition is true.
string PixelCrushers.DialogueSystem.QuestTrigger.alertMessage |
An optional gameplay alert message.
Leave blank for no message.
Condition PixelCrushers.DialogueSystem.QuestTrigger.condition |
The conditions under which the trigger will fire.
LocalizedTextTable PixelCrushers.DialogueSystem.QuestTrigger.localizedTextTable |
An optional localized text table to use for the alert message.
string PixelCrushers.DialogueSystem.QuestTrigger.luaCode = string.Empty |
The lua code to run.
int PixelCrushers.DialogueSystem.QuestTrigger.questEntryNumber = 1 |
The quest entry number whose state to change.
QuestState PixelCrushers.DialogueSystem.QuestTrigger.questEntryState |
The new state of the quest entry when triggered.
string PixelCrushers.DialogueSystem.QuestTrigger.questName |
The name of the quest.
QuestState PixelCrushers.DialogueSystem.QuestTrigger.questState |
The new state of the quest when triggered.
DialogueDatabase PixelCrushers.DialogueSystem.QuestTrigger.selectedDatabase = null |
SendMessageAction [] PixelCrushers.DialogueSystem.QuestTrigger.sendMessages = new SendMessageAction[0] |
Targets and messages to send when the trigger fires.
bool PixelCrushers.DialogueSystem.QuestTrigger.setQuestEntryState = false |
If true
, set the quest entry state.
bool PixelCrushers.DialogueSystem.QuestTrigger.setQuestState = true |
If true
, set the quest state.
DialogueTriggerEvent PixelCrushers.DialogueSystem.QuestTrigger.trigger = DialogueTriggerEvent.OnUse |
The trigger that starts the conversation.
bool PixelCrushers.DialogueSystem.QuestTrigger.useQuestNamePicker = true |