PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow Class Reference

This part of the Dialogue Editor window handles conversation templates. More...

Inheritance diagram for PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow:
Collaboration diagram for PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow:

Classes

class  AltagramResponse
 
class  DatabaseStats
 
class  MultinodeSelection
 
class  Watch
 

Public Types

enum  ExportFormat {
  ChatMapperXML , JSON , CSV , VoiceoverScript ,
  LanguageText , Screenplay
}
 
enum  WatchType { Expression , Variable , Quest }
 
enum  AutoArrangeStyle { Vertically , VerticallyOld , Horizontally }
 

Public Member Functions

void DrawSelectedActorSecondPart ()
 
bool IsActorSyncedFromOtherDB (Actor actor)
 
void DrawAssetSpecificPropertiesFirstPart (Asset asset)
 
void DrawAssetSpecificPropertiesSecondPart (Asset asset, int index, AssetFoldouts foldouts)
 
void DrawFieldsFoldout< T > (T asset, int index, AssetFoldouts foldouts)
 
void RefreshConversation ()
 
void DrawConversationOutline ()
 
bool DrawConversationProperties ()
 
void DrawConversationFieldsFoldout ()
 
void TryExportToCSV ()
 
void TryExportToJSON ()
 
void TryExportToVoiceoverScript ()
 
void TryExportToScreenplay ()
 
void TryExportToLanguageText ()
 
void ResetDialogueEntryText (DialogueEntry entry)
 
void ResetLuaWizards ()
 
bool DrawDialogueEntryFieldContents ()
 
bool DrawMultinodeSelectionInspector ()
 
bool DrawDialogueEntryInspector ()
 
string DrawAssetPopup< T > (string value, List< T > assets, GUIContent assetLabel)
 
string DrawAssetPopup< T > (Rect rect, string value, List< T > assets, GUIContent assetLabel)
 
void DrawSelectedItemSecondPart ()
 
bool IsItemSyncedFromOtherDB (Item item)
 
void ImportLocalizationFilesFromFolder (string folderName)
 
void DrawSelectedLocationSecondPart ()
 
bool IsLocationSyncedFromOtherDB (Location location)
 
void SelectObject (UnityEngine.Object obj)
 
void Reset ()
 
void OnGUI ()
 
void OpenTranslateDatabasePanel ()
 
void DrawAIBranchingConversationButton (Conversation conversation)
 
void DrawAIVoiceSelection (Actor actor)
 
void DrawAISequence (DialogueEntry entry, Field field)
 
void ReorderIDsAllConversations ()
 
int GetLowestID (DialogueEntry n1, DialogueEntry n2)
 
void SetDatabaseDirty (string reason)
 
void RefreshVariableView ()
 
string GetWatchedVariableName (int variableIndex)
 
Variable FindVariableInDatabase (int variableIndex)
 
string GetWatchedQuestName (int questIndex)
 
void DrawEntryGroupContents ()
 
void DrawSelectedLinkContents ()
 
void GUIDrawSprite (Rect rect, Sprite sprite)
 
void AutoArrangeNodes (bool vertically)
 
void AutoArrangeNodes (AutoArrangeStyle style)
 
void DrawLink (Vector3 start, Vector3 end, Color color, bool wide)
 
void DrawSpecialLink (Vector3 start, Vector3 end, Color color)
 
Vector3 LineIntersection (Vector2 A, Vector2 B, Vector2 C, Vector2 D)
 
void UpdateConversationTitles ()
 

Static Public Member Functions

static DialogueEditorWindow OpenDialogueEditorWindow ()
 
static void OpenDialogueEntry (DialogueDatabase database, int conversationID, int dialogueEntryID)
 Opens the dialogue editor window to a specific dialogue entry.
 
static DialogueDatabase GetCurrentlyEditedDatabase ()
 
static void ResetPosition ()
 

Public Attributes

bool showNodeEditor = true
 
ExportFormat exportFormat = ExportFormat.ChatMapperXML
 
string chatMapperExportPath = string.Empty
 
string csvExportPath = string.Empty
 
string jsonExportPath = string.Empty
 
string voiceoverExportPath = string.Empty
 
string languageTextExportPath = string.Empty
 
string screenplayExportPath = string.Empty
 
HashSet< string > languages = new HashSet<string>()
 

Static Public Attributes

static bool exportActors = true
 
static bool exportItems = true
 
static bool exportLocations = true
 
static bool exportVariables = true
 
static bool exportConversations = true
 
static bool exportCanvasRect = true
 
static bool exportConversationsAfterEntries = false
 
static bool exportConversationTitleSeparateColumn = false
 
static bool omitNoneSequenceEntriesInScreenplay = false
 
static bool linkToDebug = false
 
static DialogueEditorWindow instance = null
 

Properties

static object inspectorSelection [get, set]
 
static System.Action< bool > UnityEditorFocusChanged [get, set]
 

Events

static DrawAssetInspectorDelegate customDrawAssetInspector = null
 Assign handler(s) to perform extra drawing in Actor, Item, and Location inspector views.
 
static DrawConversationInspectorDelegate customDrawConversationInspector = null
 Assign handler(s) to perform extra drawing in the conversation inspector view.
 
static DrawDialogueEntryInspectorDelegate customDrawDialogueEntryInspector = null
 Assign handler(s) to perform extra drawing in the dialogue entry inspector view.
 
static DrawDialogueEntryNodeDelegate customDrawDialogueEntryNode = null
 Assign handler(s) to perform extra drawing on nodes in the node editor.
 
static SetupGenericDialogueEditorMenuDelegate customNodeMenuSetup = null
 Assign handler(s) to add extra menu items to the node editor menu.
 
static GlobalSearchDelegate customGlobalSearch = null
 Assign handler(s) to perform extra global search.
 
static GlobalSearchAndReplaceDelegate customGlobalSearchAndReplace = null
 Assign handler(s) to perform extra global search & replace.
 

Detailed Description

This part of the Dialogue Editor window handles conversation templates.

This part of the Dialogue Editor window handles the top controls for the conversation node editor.

This part of the Dialogue Editor window provides the base for a Mecanim-style editor window.

This part of the Dialogue Editor window handles the auto-arrange feature for the conversation node editor.

This part of the Dialogue Editor window handles the Watches tab, which replaces the Templates tab at runtime to allow the user to watch Lua values.

This part of the Dialogue Editor window handles the Variables tab.

This part of the Dialogue Editor window implements UpdateTemplateFromAssets().

Undo functionality for Dialogue Editor window.

This part of the Dialogue Editor window handles the Template tab, which allows the user to modify the template used by dialogue databases.

This part of the Dialogue Editor window handles the Conversations tab's Reorder IDs options.

Default DrawAI* method implementations when not using an AI content generation addon.

This part of the Dialogue Editor window handles the Locations tab.

This part of the Dialogue Editor window handles the Database tab's Localization foldout.

This part of the Dialogue Editor window keeps track of the list of languages used in the current dialogue database.

This part of the Dialogue Editor window handles the Items tab.

This part of the Dialogue Editor window handles the GUI Styles used by the outline-style dialogue tree editor.

This part of the Dialogue Editor window handles drawing a single field and a list of fields.

This part of the Dialogue Editor window handles drawing a list of fields in a multinode selection.

This part of the Dialogue Editor window handles the outline-style dialogue tree editor.

This part of the Dialogue Editor window provides a Search bar in the outline-style dialogue tree editor.

This part of the Dialogue Editor window handles the main code for the conversation node editor.

This part of the Dialogue Editor window handles the Database tab's Stats section.

This part of the Dialogue Editor window handles the Database tab.

This part of the Dialogue Editor window handles the Database tab's Check For Issues section.

This part of the Dialogue Editor window handles the Conversations tab.

This part of the Dialogue Editor window provides generic functionality for assets.

This part of the Dialogue Editor window handles asset lists, which are lists of assets such as actors, items, and locations.

This part of the Dialogue Editor window handles the Actors tab.

Dialogue database editor window.

This part adds the Dialogue Editor menu items to Unity. The Dialogue Editor is a custom editor window. Its functionality is split into separate files that constitute partial class definitions. Each file handles one aspect of the Dialogue Editor, such as the Actors tab or the Items tab.

Asset lists are used in popup menus in other parts of the class.

Most of the tabs (Actor, Item, etc.) use the generic methods in this part as a base.

If the user has selected the node editor (default), it uses the node editor part. Otherwise it uses the outline-style dialogue tree part.

Drawing fields is complicated because a field can be one of several types. Actor fields need to provide a popup menu of the actors in the database, quest state fields need to provide a popup menu of the quest states, etc.

Since the quest system also uses the Item table, this part handles quests as well as standard items.

Credits: This section is based on code contributed by FourAttic / Devolver Digital. Thank you!

Locations are just treated as basic assets, so it uses the generic asset methods.

This is the main part of a class that spans several files using partial classes. Each file handles one aspect of the Dialogue Editor, such as the Actors tab or the Items tab.

These implementations draw nothing.

Drawing is now handled by a DialogueEditorVariableView.

Member Enumeration Documentation

◆ AutoArrangeStyle

Enumerator
Vertically 
VerticallyOld 
Horizontally 

◆ ExportFormat

Enumerator
ChatMapperXML 
JSON 
CSV 
VoiceoverScript 
LanguageText 
Screenplay 

◆ WatchType

Member Function Documentation

◆ AutoArrangeNodes() [1/2]

void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.AutoArrangeNodes ( AutoArrangeStyle  style)
inline

◆ AutoArrangeNodes() [2/2]

void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.AutoArrangeNodes ( bool  vertically)
inline

◆ DrawAIBranchingConversationButton()

void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.DrawAIBranchingConversationButton ( Conversation  conversation)
inline

◆ DrawAISequence()

void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.DrawAISequence ( DialogueEntry  entry,
Field  field 
)
inline

◆ DrawAIVoiceSelection()

void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.DrawAIVoiceSelection ( Actor  actor)
inline

◆ DrawAssetPopup< T >() [1/2]

string PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.DrawAssetPopup< T > ( Rect  rect,
string  value,
List< T >  assets,
GUIContent  assetLabel 
)
inline
Type Constraints
T :Asset 

◆ DrawAssetPopup< T >() [2/2]

string PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.DrawAssetPopup< T > ( string  value,
List< T >  assets,
GUIContent  assetLabel 
)
inline
Type Constraints
T :Asset 

◆ DrawAssetSpecificPropertiesFirstPart()

void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.DrawAssetSpecificPropertiesFirstPart ( Asset  asset)
inline

◆ DrawAssetSpecificPropertiesSecondPart()

void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.DrawAssetSpecificPropertiesSecondPart ( Asset  asset,
int  index,
AssetFoldouts  foldouts 
)
inline

◆ DrawConversationFieldsFoldout()

void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.DrawConversationFieldsFoldout ( )
inline

◆ DrawConversationOutline()

void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.DrawConversationOutline ( )
inline

◆ DrawConversationProperties()

bool PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.DrawConversationProperties ( )
inline

◆ DrawDialogueEntryFieldContents()

bool PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.DrawDialogueEntryFieldContents ( )
inline

◆ DrawDialogueEntryInspector()

bool PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.DrawDialogueEntryInspector ( )
inline

◆ DrawEntryGroupContents()

void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.DrawEntryGroupContents ( )
inline

◆ DrawFieldsFoldout< T >()

void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.DrawFieldsFoldout< T > ( asset,
int  index,
AssetFoldouts  foldouts 
)
inline
Type Constraints
T :Asset 

◆ DrawLink()

void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.DrawLink ( Vector3  start,
Vector3  end,
Color  color,
bool  wide 
)
inline

◆ DrawMultinodeSelectionInspector()

bool PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.DrawMultinodeSelectionInspector ( )
inline

◆ DrawSelectedActorSecondPart()

void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.DrawSelectedActorSecondPart ( )
inline

◆ DrawSelectedItemSecondPart()

void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.DrawSelectedItemSecondPart ( )
inline

◆ DrawSelectedLinkContents()

void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.DrawSelectedLinkContents ( )
inline

◆ DrawSelectedLocationSecondPart()

void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.DrawSelectedLocationSecondPart ( )
inline

◆ DrawSpecialLink()

void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.DrawSpecialLink ( Vector3  start,
Vector3  end,
Color  color 
)
inline

◆ FindVariableInDatabase()

Variable PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.FindVariableInDatabase ( int  variableIndex)
inline

◆ GetCurrentlyEditedDatabase()

static DialogueDatabase PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.GetCurrentlyEditedDatabase ( )
inlinestatic

◆ GetLowestID()

int PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.GetLowestID ( DialogueEntry  n1,
DialogueEntry  n2 
)
inline

◆ GetWatchedQuestName()

string PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.GetWatchedQuestName ( int  questIndex)
inline

◆ GetWatchedVariableName()

string PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.GetWatchedVariableName ( int  variableIndex)
inline

◆ GUIDrawSprite()

void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.GUIDrawSprite ( Rect  rect,
Sprite  sprite 
)
inline

◆ ImportLocalizationFilesFromFolder()

void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.ImportLocalizationFilesFromFolder ( string  folderName)
inline

◆ IsActorSyncedFromOtherDB()

bool PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.IsActorSyncedFromOtherDB ( Actor  actor)
inline

◆ IsItemSyncedFromOtherDB()

bool PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.IsItemSyncedFromOtherDB ( Item  item)
inline

◆ IsLocationSyncedFromOtherDB()

bool PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.IsLocationSyncedFromOtherDB ( Location  location)
inline

◆ LineIntersection()

Vector3 PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.LineIntersection ( Vector2  A,
Vector2  B,
Vector2  C,
Vector2  D 
)
inline

◆ OnGUI()

void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.OnGUI ( )
inline

◆ OpenDialogueEditorWindow()

static DialogueEditorWindow PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.OpenDialogueEditorWindow ( )
inlinestatic

◆ OpenDialogueEntry()

static void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.OpenDialogueEntry ( DialogueDatabase  database,
int  conversationID,
int  dialogueEntryID 
)
inlinestatic

Opens the dialogue editor window to a specific dialogue entry.

Parameters
databaseThe database to open.
conversationIDThe conversation ID.
dialogueEntryIDThe dialogue entry ID in the conversation.

◆ OpenTranslateDatabasePanel()

void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.OpenTranslateDatabasePanel ( )
inline

◆ RefreshConversation()

void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.RefreshConversation ( )
inline

◆ RefreshVariableView()

void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.RefreshVariableView ( )
inline

◆ ReorderIDsAllConversations()

void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.ReorderIDsAllConversations ( )
inline

◆ Reset()

void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.Reset ( )
inline

◆ ResetDialogueEntryText()

void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.ResetDialogueEntryText ( DialogueEntry  entry)
inline

◆ ResetLuaWizards()

void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.ResetLuaWizards ( )
inline

◆ ResetPosition()

static void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.ResetPosition ( )
inlinestatic

◆ SelectObject()

void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.SelectObject ( UnityEngine::Object  obj)
inline

◆ SetDatabaseDirty()

void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.SetDatabaseDirty ( string  reason)
inline

◆ TryExportToCSV()

void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.TryExportToCSV ( )
inline

◆ TryExportToJSON()

void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.TryExportToJSON ( )
inline

◆ TryExportToLanguageText()

void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.TryExportToLanguageText ( )
inline

◆ TryExportToScreenplay()

void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.TryExportToScreenplay ( )
inline

◆ TryExportToVoiceoverScript()

void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.TryExportToVoiceoverScript ( )
inline

◆ UpdateConversationTitles()

void PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.UpdateConversationTitles ( )
inline

Member Data Documentation

◆ chatMapperExportPath

string PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.chatMapperExportPath = string.Empty

◆ csvExportPath

string PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.csvExportPath = string.Empty

◆ exportActors

bool PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.exportActors = true
static

◆ exportCanvasRect

bool PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.exportCanvasRect = true
static

◆ exportConversations

bool PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.exportConversations = true
static

◆ exportConversationsAfterEntries

bool PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.exportConversationsAfterEntries = false
static

◆ exportConversationTitleSeparateColumn

bool PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.exportConversationTitleSeparateColumn = false
static

◆ exportFormat

ExportFormat PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.exportFormat = ExportFormat.ChatMapperXML

◆ exportItems

bool PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.exportItems = true
static

◆ exportLocations

bool PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.exportLocations = true
static

◆ exportVariables

bool PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.exportVariables = true
static

◆ instance

DialogueEditorWindow PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.instance = null
static

◆ jsonExportPath

string PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.jsonExportPath = string.Empty

◆ languages

HashSet<string> PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.languages = new HashSet<string>()

◆ languageTextExportPath

string PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.languageTextExportPath = string.Empty

◆ linkToDebug

bool PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.linkToDebug = false
static

◆ omitNoneSequenceEntriesInScreenplay

bool PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.omitNoneSequenceEntriesInScreenplay = false
static

◆ screenplayExportPath

string PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.screenplayExportPath = string.Empty

◆ showNodeEditor

bool PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.showNodeEditor = true

◆ voiceoverExportPath

string PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.voiceoverExportPath = string.Empty

Property Documentation

◆ inspectorSelection

object PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.inspectorSelection
staticgetset

◆ UnityEditorFocusChanged

System.Action<bool> PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.UnityEditorFocusChanged
staticgetset

Event Documentation

◆ customDrawAssetInspector

DrawAssetInspectorDelegate PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.customDrawAssetInspector = null
static

Assign handler(s) to perform extra drawing in Actor, Item, and Location inspector views.

◆ customDrawConversationInspector

DrawConversationInspectorDelegate PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.customDrawConversationInspector = null
static

Assign handler(s) to perform extra drawing in the conversation inspector view.

◆ customDrawDialogueEntryInspector

DrawDialogueEntryInspectorDelegate PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.customDrawDialogueEntryInspector = null
static

Assign handler(s) to perform extra drawing in the dialogue entry inspector view.

◆ customDrawDialogueEntryNode

DrawDialogueEntryNodeDelegate PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.customDrawDialogueEntryNode = null
static

Assign handler(s) to perform extra drawing on nodes in the node editor.

◆ customGlobalSearch

GlobalSearchDelegate PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.customGlobalSearch = null
static

Assign handler(s) to perform extra global search.

If conversationTitle is blank, search all conversations.

◆ customGlobalSearchAndReplace

GlobalSearchAndReplaceDelegate PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.customGlobalSearchAndReplace = null
static

Assign handler(s) to perform extra global search & replace.

If conversationTitle is blank, search all conversations.

◆ customNodeMenuSetup

SetupGenericDialogueEditorMenuDelegate PixelCrushers.DialogueSystem.DialogueEditor.DialogueEditorWindow.customNodeMenuSetup = null
static

Assign handler(s) to add extra menu items to the node editor menu.


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