PixelCrushers.DialogueSystem.SetActiveOnDialogueEvent Class Reference

Sets game objects active or inactive at the start and/or end of a dialogue event. More...

Inheritance diagram for PixelCrushers.DialogueSystem.SetActiveOnDialogueEvent:
Collaboration diagram for PixelCrushers.DialogueSystem.SetActiveOnDialogueEvent:

Classes

class  SetActiveAction
 

Public Member Functions

override void TryStartActions (Transform actor)
 Tries the actions that should run when the event starts (e.g., OnBarkStart). More...
 
override void TryEndActions (Transform actor)
 Tries the actions that should run when the event ends (e.g., OnBarkEnd). More...
 
void DoAction (SetActiveAction action, Transform actor)
 
- Public Member Functions inherited from PixelCrushers.DialogueSystem.ActOnDialogueEvent
void OnBarkStart (Transform actor)
 Handles OnBarkStart events. More...
 
void OnBarkEnd (Transform actor)
 Handles OnBarkEnd events. More...
 
void OnConversationStart (Transform actor)
 Handles OnConversationStart events. More...
 
void OnConversationEnd (Transform actor)
 Handles OnConversationEnd events. More...
 
void OnSequenceStart (Transform actor)
 Handles OnSequenceStart events. More...
 
void OnSequenceEnd (Transform actor)
 Handles OnSequenceEnd events. More...
 

Public Attributes

SetActiveAction[] onStart = new SetActiveAction[0]
 Actions to take on the "start" event (e.g., OnConversationStart). More...
 
SetActiveAction[] onEnd = new SetActiveAction[0]
 Actions to take on the "end" event (e.g., OnConversationEnd). More...
 
- Public Attributes inherited from PixelCrushers.DialogueSystem.ActOnDialogueEvent
DialogueEvent trigger
 The dialogue event that triggers the actions. More...
 
bool once = false
 Set true if this should only happen once. More...
 
DialogueDatabase selectedDatabase = null
 

Detailed Description

Sets game objects active or inactive at the start and/or end of a dialogue event.

Note that components on inactive game objects (including SetActiveOnDialogueEvent) do not receive messages. If you want to activate an inactive game object, you should put this component on a different, active game object and set the action's target to the inactive object.

Member Function Documentation

◆ DoAction()

void PixelCrushers.DialogueSystem.SetActiveOnDialogueEvent.DoAction ( SetActiveAction  action,
Transform  actor 
)

◆ TryEndActions()

override void PixelCrushers.DialogueSystem.SetActiveOnDialogueEvent.TryEndActions ( Transform  actor)
virtual

Tries the actions that should run when the event ends (e.g., OnBarkEnd).

Parameters
actorActor.

Implements PixelCrushers.DialogueSystem.ActOnDialogueEvent.

◆ TryStartActions()

override void PixelCrushers.DialogueSystem.SetActiveOnDialogueEvent.TryStartActions ( Transform  actor)
virtual

Tries the actions that should run when the event starts (e.g., OnBarkStart).

Parameters
actorActor.

Implements PixelCrushers.DialogueSystem.ActOnDialogueEvent.

Member Data Documentation

◆ onEnd

SetActiveAction [] PixelCrushers.DialogueSystem.SetActiveOnDialogueEvent.onEnd = new SetActiveAction[0]

Actions to take on the "end" event (e.g., OnConversationEnd).

◆ onStart

SetActiveAction [] PixelCrushers.DialogueSystem.SetActiveOnDialogueEvent.onStart = new SetActiveAction[0]

Actions to take on the "start" event (e.g., OnConversationStart).


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