The current state of a conversation, which can also be thought of as the current position in the dialogue tree.
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bool | hasNPCResponse [get] |
| Indicates whether the current state has any NPC responses.
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Response | firstNPCResponse [get] |
| Gets the first NPC response.
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bool | hasPCResponses [get] |
| Indicates whether the current state has any PC responses.
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bool | hasPCAutoResponse [get] |
| Indicates whether the current state has a PC auto-response, which means it has only a single response and that response does not specify "force menu.".
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bool | hasForceAutoResponse [get] |
| Indicates whether the current state has a PC response with an [auto] tag.
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Response | pcAutoResponse [get] |
| Gets the PC auto response.
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bool | hasAnyResponses [get] |
| Indicates whether this state has any responses (PC or NPC).
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bool | isGroup [get, set] |
| Indicates whether this state corresponds to a group dialogue entry.
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The current state of a conversation, which can also be thought of as the current position in the dialogue tree.
◆ ConversationState()
PixelCrushers.DialogueSystem.ConversationState.ConversationState |
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Subtitle |
subtitle, |
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Response[] |
npcResponses, |
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Response[] |
pcResponses, |
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bool |
isGroup = false |
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) |
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inline |
Initializes a new ConversationState.
- Parameters
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subtitle | Subtitle of the current dialogue entry. |
npcResponses | NPC responses. |
pcResponses | PC responses. |
◆ GetRandomNPCEntry()
DialogueEntry PixelCrushers.DialogueSystem.ConversationState.GetRandomNPCEntry |
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inline |
◆ npcResponses
Response [] PixelCrushers.DialogueSystem.ConversationState.npcResponses |
The NPC responses linked from the current dialogue entry.
This array may be empty. Typically, a conversation state will have either NPC responses or PC responses but not both.
◆ pcResponses
Response [] PixelCrushers.DialogueSystem.ConversationState.pcResponses |
The PC responses linked from the current dialogue entry.
This array may be empty. Typically, a conversation state will have either NPC responses or PC responses but not both.
◆ subtitle
Subtitle PixelCrushers.DialogueSystem.ConversationState.subtitle |
The subtitle of the current dialogue entry.
◆ firstNPCResponse
Response PixelCrushers.DialogueSystem.ConversationState.firstNPCResponse |
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get |
Gets the first NPC response.
The first NPC response.
◆ hasAnyResponses
bool PixelCrushers.DialogueSystem.ConversationState.hasAnyResponses |
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get |
Indicates whether this state has any responses (PC or NPC).
true
if this instance has any responses; otherwise, false
.
◆ hasForceAutoResponse
bool PixelCrushers.DialogueSystem.ConversationState.hasForceAutoResponse |
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get |
Indicates whether the current state has a PC response with an [auto] tag.
◆ hasNPCResponse
bool PixelCrushers.DialogueSystem.ConversationState.hasNPCResponse |
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get |
Indicates whether the current state has any NPC responses.
true
if this instance has any NPC responses; otherwise, false
.
◆ hasPCAutoResponse
bool PixelCrushers.DialogueSystem.ConversationState.hasPCAutoResponse |
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get |
Indicates whether the current state has a PC auto-response, which means it has only a single response and that response does not specify "force menu.".
true
if this instance has PC auto response; otherwise, false
.
◆ hasPCResponses
bool PixelCrushers.DialogueSystem.ConversationState.hasPCResponses |
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get |
Indicates whether the current state has any PC responses.
true
if this instance has PC responses; otherwise, false
.
◆ isGroup
bool PixelCrushers.DialogueSystem.ConversationState.isGroup |
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getset |
Indicates whether this state corresponds to a group dialogue entry.
true
if a group; otherwise, false
.
◆ pcAutoResponse
Response PixelCrushers.DialogueSystem.ConversationState.pcAutoResponse |
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get |
Gets the PC auto response.
The PC auto response, or null if the state doesn't have one.
The documentation for this class was generated from the following file:
- C:/Dev/Dialogue System/Dev/Release2/Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/MVC/Model/Logic/Shared/ConversationState.cs