Add this class to an empty GameObject. More...
Public Types | |
enum | FollowTarget { Nothing , Actor , Conversant } |
Public Member Functions | |
virtual void | Awake () |
virtual void | OnConversationStart (Transform actor) |
virtual void | OnConversationEnd (Transform actor) |
virtual void | DisallowMovement () |
virtual void | UndoDisallowMovement () |
Public Attributes | |
bool | playerIsActor = true |
bool | canMoveWhileTalking = false |
bool | alsoDisableMovementComponentWhileTalking = true |
bool | landOnGroundWhileTalking = true |
bool | corgiControlsCameraWhileTalking = false |
bool | disableInventoryWhileTalking = true |
bool | pauseWhileTalking = false |
FollowTarget | dialogueUIFollows = FollowTarget.Nothing |
Vector3 | followOffset = Vector3.zero |
bool | hidePromptOnlyDuringConversation = true |
string | numActivationsLeftVariable = string.Empty |
Protected Member Functions | |
override bool | CheckConditions (GameObject collider) |
override void | ActivateZone () |
When the zone is activated we start the conversation. | |
virtual Transform | GetConversant () |
IEnumerator | EnableCorgiComponentsAfterOneFrame () |
virtual void | SetCorgiComponents (bool value) |
virtual IEnumerator | FreezeWhenGrounded (CorgiController controller) |
virtual IEnumerator | DisableComponentAfterFrame (MonoBehaviour monoBehaviour) |
virtual void | Update () |
override void | OnEnable () |
override void | OnDisable () |
override void | TriggerExit (GameObject collider) |
virtual void | OnRecordPersistentData () |
virtual void | OnApplyPersistentData () |
Protected Attributes | |
ConversationTrigger | _conversationTrigger |
List< DialogueSystemTrigger > | _dialogueSystemTriggers = null |
GameObject | _player = null |
DialogueActor | _dialogueActor = null |
CameraController | _cameraController = null |
MoreMountains.InventoryEngine.InventoryInputManager | _inventoryInputManager = null |
Transform | _followTarget = null |
Transform | _ui = null |
bool | _isInConversation = false |
float | _timeLastConversationEnd = -1 |
bool | _prevSendNavEvents = false |
bool | _wasMovementAllowed |
Properties | |
ConversationTrigger | conversationTrigger [get] |
List< DialogueSystemTrigger > | dialogueSystemTriggers [get] |
GameObject | player [get] |
DialogueActor | dialogueActor [get] |
CameraController | cameraController [get] |
MoreMountains.InventoryEngine.InventoryInputManager | inventoryInputManager [get] |
Add this class to an empty GameObject.
It will automatically add a boxcollider2d, set it to "is trigger". Then customize the conversation zone through the inspector to run a Dialogue System conversation.
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When the zone is activated we start the conversation.
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bool PixelCrushers.DialogueSystem.CorgiEngineSupport.ConversationZone.alsoDisableMovementComponentWhileTalking = true |
bool PixelCrushers.DialogueSystem.CorgiEngineSupport.ConversationZone.canMoveWhileTalking = false |
bool PixelCrushers.DialogueSystem.CorgiEngineSupport.ConversationZone.corgiControlsCameraWhileTalking = false |
FollowTarget PixelCrushers.DialogueSystem.CorgiEngineSupport.ConversationZone.dialogueUIFollows = FollowTarget.Nothing |
bool PixelCrushers.DialogueSystem.CorgiEngineSupport.ConversationZone.disableInventoryWhileTalking = true |
Vector3 PixelCrushers.DialogueSystem.CorgiEngineSupport.ConversationZone.followOffset = Vector3.zero |
bool PixelCrushers.DialogueSystem.CorgiEngineSupport.ConversationZone.hidePromptOnlyDuringConversation = true |
bool PixelCrushers.DialogueSystem.CorgiEngineSupport.ConversationZone.landOnGroundWhileTalking = true |
string PixelCrushers.DialogueSystem.CorgiEngineSupport.ConversationZone.numActivationsLeftVariable = string.Empty |
bool PixelCrushers.DialogueSystem.CorgiEngineSupport.ConversationZone.pauseWhileTalking = false |
bool PixelCrushers.DialogueSystem.CorgiEngineSupport.ConversationZone.playerIsActor = true |
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