The Condition Observer component evaluates a condition on a set frequency. More...
Classes | |
class | SendMessageAction |
Public Member Functions | |
void | Check () |
Call this method to manually check the condition and fire the action if it's true. | |
void | Check (GameObject gameObject) |
Sets the observed GameObject and checks the condition. | |
void | Check (string gameObjectName) |
Sets the observed GameObject to the named GameObject and checks the condition. | |
void | Fire () |
Call this method to manually run the action. | |
Public Attributes | |
float | frequency = 1 |
The frequency at which to check the condition. | |
bool | once |
When observed condition becomes true, run actions and then deactivate this component. | |
GameObject | observeGameObject = null |
Observe this game object when evaluating the condition. | |
Condition | condition = new Condition() |
The conditions under which the trigger will fire. | |
string | questName = string.Empty |
The name of the quest to update when the condition is true. | |
QuestState | questState |
The new state of the quest. | |
string | luaCode = string.Empty |
The lua code to run. | |
string | sequence = string.Empty |
The sequence to play. | |
string | alertMessage = string.Empty |
An optional gameplay alert message. | |
TextTable | textTable = null |
An optional localized text table to use for the alert message. | |
SendMessageAction[] | sendMessages = new SendMessageAction[0] |
bool | useQuestNamePicker = true |
The Condition Observer component evaluates a condition on a set frequency.
When the condition is true, it sends a message to a list of GameObjects and shows a gameplay alert message.
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inline |
Call this method to manually check the condition and fire the action if it's true.
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inline |
Sets the observed GameObject and checks the condition.
gameObject | Game object. |
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inline |
Sets the observed GameObject to the named GameObject and checks the condition.
gameObjectName | Game object name. |
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inline |
Call this method to manually run the action.
string PixelCrushers.DialogueSystem.ConditionObserver.alertMessage = string.Empty |
An optional gameplay alert message.
Leave blank for no message.
The conditions under which the trigger will fire.
float PixelCrushers.DialogueSystem.ConditionObserver.frequency = 1 |
The frequency at which to check the condition.
string PixelCrushers.DialogueSystem.ConditionObserver.luaCode = string.Empty |
The lua code to run.
GameObject PixelCrushers.DialogueSystem.ConditionObserver.observeGameObject = null |
Observe this game object when evaluating the condition.
bool PixelCrushers.DialogueSystem.ConditionObserver.once |
When observed condition becomes true, run actions and then deactivate this component.
string PixelCrushers.DialogueSystem.ConditionObserver.questName = string.Empty |
The name of the quest to update when the condition is true.
Blank for none.
QuestState PixelCrushers.DialogueSystem.ConditionObserver.questState |
The new state of the quest.
SendMessageAction [] PixelCrushers.DialogueSystem.ConditionObserver.sendMessages = new SendMessageAction[0] |
string PixelCrushers.DialogueSystem.ConditionObserver.sequence = string.Empty |
The sequence to play.
TextTable PixelCrushers.DialogueSystem.ConditionObserver.textTable = null |
An optional localized text table to use for the alert message.
bool PixelCrushers.DialogueSystem.ConditionObserver.useQuestNamePicker = true |