A dialogue entry is a single line of dialogue in a Conversation, with a list of links to possible responses (see Link). More...
Public Member Functions | |
bool | HasResponseMenuSequence () |
Indicates whether this entry has a response menu sequence. | |
DialogueEntry () | |
Initializes a new DialogueEntry. | |
DialogueEntry (ChatMapper.DialogEntry chatMapperDialogEntry) | |
Initializes a new DialogueEntry copied from a Chat Mapper DialogEntry. | |
void | UseCanvasRectField () |
If the dialogue entry has a canvasRect field, extract it and use it to set the canvas rect position. | |
DialogueEntry (DialogueEntry sourceEntry) | |
Copy constructor. | |
Public Attributes | |
int | id = 0 |
The dialogue entry ID. | |
List< Field > | fields = null |
The dialogue entry's field list. | |
int | conversationID = 0 |
The ID of the conversation that this dialogue entry belongs to. | |
bool | isRoot = false |
true if this is the root (first) entry in a conversation; otherwise false . | |
bool | isGroup = false |
true if this entry is an empty line used to group a subtree of dialogue entries. | |
string | nodeColor = null |
Currently unused by the dialogue system, this is the nodeColor value defined in Chat Mapper. | |
bool | delaySimStatus = false |
Currently unused by the dialogue system, this is the delay value to use in Chat Mapper's conversation simulator. | |
string | falseConditionAction = null |
Specifies how to proceed when encountering a link whose entry's condition is false. | |
ConditionPriority | conditionPriority = ConditionPriority.Normal |
The priority of the link. | |
List< Link > | outgoingLinks = new List<Link>() |
The list of outgoing links from this dialogue entry. | |
string | conditionsString = null |
A Lua conditional expression. | |
string | userScript = null |
Lua code to run when this dialogue entry is spoken. | |
UnityEngine.Events.UnityEvent | onExecute = new UnityEngine.Events.UnityEvent() |
Rect | canvasRect = new Rect(0, 0, CanvasRectWidth, CanvasRectHeight) |
The position of this entry on the Dialogue Editor's node canvas. | |
Static Public Attributes | |
const float | CanvasRectWidth = 160f |
const float | CanvasRectHeight = 30f |
Properties | |
int | ActorID [get, set] |
Gets or sets the ID of the line's actor (speaker). | |
int | ConversantID [get, set] |
Gets or sets the ID of the line's conversant (listener). | |
string | Title [get, set] |
Gets or sets the title of the dialogue entry, which is an optional field typically only used internally by the developer. | |
string | currentMenuText [get, set] |
Gets or sets the menu text, which is the text displayed when offering a list of player responses. | |
string | MenuText [get, set] |
Gets or sets the default menu text ("Menu Text"). | |
string | currentLocalizedMenuText [get, set] |
Gets or sets the localized menu text (e.g., "Menu Text LN", where LN is the current language). | |
string | currentDialogueText [get, set] |
Gets or sets the dialogue text, which is the subtitle text displayed when a line is spoken. | |
string | DialogueText [get, set] |
Gets or sets the default dialogue text ("Dialogue Text"). | |
string | currentLocalizedDialogueText [get, set] |
Gets or sets the localized dialogue text ("LN", where LN is the current language). | |
string | subtitleText [get] |
Gets the subtitle text, which is normally the dialogue text. | |
string | responseButtonText [get] |
Gets the response button menu text, which is normally the menu text. | |
string | currentSequence [get, set] |
Gets or sets the sequence string. | |
string | Sequence [get, set] |
Gets or sets the default, non-localized sequence ("Sequence"). | |
string | currentLocalizedSequence [get, set] |
Gets or sets the localized sequence (e.g., "Sequence LN", where LN is the current language). | |
string | sceneEventGuid [get, set] |
Gets or sets the guid corresponding to an entry in the current scene's DialogueSystemSceneEvents list, or blank if none. | |
string | currentResponseMenuSequence [get, set] |
Gets or sets the response menu sequence string. | |
string | ResponseMenuSequence [get, set] |
Gets or sets the default, non-localized response menu sequence ("Response Menu Sequence"). | |
string | currentLocalizedResponseMenuSequence [get, set] |
Gets or sets the localized response menu sequence (e.g., "Response Menu Sequence LN", where LN is the current language). | |
string | VideoFile [get, set] |
Gets or sets the video file string. | |
string | AudioFiles [get, set] |
Gets or sets the audio files string. | |
string | AnimationFiles [get, set] |
Gets or sets the animation files string. | |
string | LipsyncFiles [get, set] |
Gets or sets the lipsync files string. | |
A dialogue entry is a single line of dialogue in a Conversation, with a list of links to possible responses (see Link).
The dialogue entries in a conversation form a dialogue tree, where earlier entries branch out using links to point to later entries. Technically, the conversation forms a directed graph, not a true tree, because links can also loop back to earlier entries.
A dialogue entry has a speaker (the "actor") and a listener (the "conversant").
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inline |
Initializes a new DialogueEntry.
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inline |
Initializes a new DialogueEntry copied from a Chat Mapper DialogEntry.
chatMapperDialogEntry | The Chat Mapper dialog entry to copy. |
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inline |
Copy constructor.
sourceEntry | Source entry. |
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inline |
Indicates whether this entry has a response menu sequence.
true
if it has a response menu sequence; otherwise, false
.
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inline |
If the dialogue entry has a canvasRect field, extract it and use it to set the canvas rect position.
Rect PixelCrushers.DialogueSystem.DialogueEntry.canvasRect = new Rect(0, 0, CanvasRectWidth, CanvasRectHeight) |
The position of this entry on the Dialogue Editor's node canvas.
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static |
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static |
ConditionPriority PixelCrushers.DialogueSystem.DialogueEntry.conditionPriority = ConditionPriority.Normal |
The priority of the link.
In a dialogue entry, links are evaluated in priority order from High to Low.
string PixelCrushers.DialogueSystem.DialogueEntry.conditionsString = null |
A Lua conditional expression.
When evaluating links, the dialogue system will only present links whose conditions are true, empty, or null
.
int PixelCrushers.DialogueSystem.DialogueEntry.conversationID = 0 |
The ID of the conversation that this dialogue entry belongs to.
bool PixelCrushers.DialogueSystem.DialogueEntry.delaySimStatus = false |
Currently unused by the dialogue system, this is the delay value to use in Chat Mapper's conversation simulator.
string PixelCrushers.DialogueSystem.DialogueEntry.falseConditionAction = null |
Specifies how to proceed when encountering a link whose entry's condition is false.
Valid values are "Block" and "Passthrough". If the value is "Block", no further links are considered. If the value is "Passthrough", the dialogue system ignores this link and continues evaluating the next link.
List<Field> PixelCrushers.DialogueSystem.DialogueEntry.fields = null |
The dialogue entry's field list.
(See Field)
int PixelCrushers.DialogueSystem.DialogueEntry.id = 0 |
The dialogue entry ID.
Links reference dialogue entries by ID.
bool PixelCrushers.DialogueSystem.DialogueEntry.isGroup = false |
true
if this entry is an empty line used to group a subtree of dialogue entries.
bool PixelCrushers.DialogueSystem.DialogueEntry.isRoot = false |
true
if this is the root (first) entry in a conversation; otherwise false
.
string PixelCrushers.DialogueSystem.DialogueEntry.nodeColor = null |
Currently unused by the dialogue system, this is the nodeColor value defined in Chat Mapper.
UnityEngine.Events.UnityEvent PixelCrushers.DialogueSystem.DialogueEntry.onExecute = new UnityEngine.Events.UnityEvent() |
The list of outgoing links from this dialogue entry.
string PixelCrushers.DialogueSystem.DialogueEntry.userScript = null |
Lua code to run when this dialogue entry is spoken.
If userScript is null
or empty, it's ignored.
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getset |
Gets or sets the ID of the line's actor (speaker).
The ID of the actor.
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getset |
Gets or sets the animation files string.
This field is defined in Chat Mapper, and doesn't do anything in the dialogue system. Instead, the Sequence field should contain Sequencer commands to do things like play animations.
The animation files string.
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getset |
Gets or sets the audio files string.
This field is defined in Chat Mapper but doesn't do anything in the Dialogue System. Instead, the Sequence field should contain Sequencer commands to do things like play audio.
The audio files string.
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getset |
Gets or sets the ID of the line's conversant (listener).
The ID of the conversant.
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getset |
Gets or sets the dialogue text, which is the subtitle text displayed when a line is spoken.
The dialogue text. The actual field used depends on the current Localization. If using the default language, the field is "Dialogue Text". Otherwise the field is "LN", where LN is the current language.
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getset |
Gets or sets the localized dialogue text ("LN", where LN is the current language).
The localized dialogue text.
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getset |
Gets or sets the localized menu text (e.g., "Menu Text LN", where LN is the current language).
The localized menu text.
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getset |
Gets or sets the localized response menu sequence (e.g., "Response Menu Sequence LN", where LN is the current language).
The localized sequence.
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getset |
Gets or sets the localized sequence (e.g., "Sequence LN", where LN is the current language).
The localized sequence.
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getset |
Gets or sets the menu text, which is the text displayed when offering a list of player responses.
Menu text can be used to present a shortened or paraphrased version of the full dialogue text. If menuText is null, the dialogue system uses dialogueText when offering player responses.
The menu text. The actual field used depends on the current Localization. If using the default language, the field is "Menu Text". Otherwise the field is "Menu Text LN", where LN is the current language.
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getset |
Gets or sets the response menu sequence string.
This is a custom field, and is used to specify Sequencer commands to play as the line is spoken. These sequencer commands can include animation, lip sync, audio, camera work, etc. (See sequencer)
The sequencer commands to play.
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getset |
Gets or sets the sequence string.
This is a custom field, and is used to specify Sequencer commands to play as the line is spoken. These sequencer commands can include animation, lip sync, audio, camera work, etc. (See sequencer)
The sequencer commands to play.
Prior to version 1.0.6, the Dialogue System used the VideoFile field. Use the Sequence field instead now.
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getset |
Gets or sets the default dialogue text ("Dialogue Text").
The default dialogue text.
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getset |
Gets or sets the lipsync files string.
This field is defined in Chat Mapper, and doesn't do anything in the Dialogue System. Instead, the videoFile field should contain Sequencer commands to do things like play lip sync animation and audio.
The lip sync files string.
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getset |
Gets or sets the default menu text ("Menu Text").
The default menu text.
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get |
Gets the response button menu text, which is normally the menu text.
If the menu text isn't assigned, the dialogue text is used.
The response button text.
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getset |
Gets or sets the default, non-localized response menu sequence ("Response Menu Sequence").
The default response menu sequence.
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getset |
Gets or sets the guid corresponding to an entry in the current scene's DialogueSystemSceneEvents list, or blank if none.
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getset |
Gets or sets the default, non-localized sequence ("Sequence").
Note that this is different from the DialogueManager display settings Default Sequence, which is the sequence used whenever a dialogue entry doesn't have a sequence defined.
The default sequence.
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get |
Gets the subtitle text, which is normally the dialogue text.
If the dialogue text isn't assigned, the menu text is used.
The subtitle text.
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getset |
Gets or sets the title of the dialogue entry, which is an optional field typically only used internally by the developer.
The title of the dialogue entry.
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getset |
Gets or sets the video file string.
This field is no longer used for cutscene sequences!
Whatever you want. This is no longer used for cutscene sequences.
Prior to version 1.0.6, the Dialogue System used this field for cutscene sequences. It now uses the custom Sequence field.