PixelCrushers.DialogueSystem.DialogueSystemTrigger Class Reference

The Dialogue System Trigger is a general-purpose trigger that can execute most Dialogue System functions such as starting conversations, barks, alerts, sequences, and Lua code. More...

Inheritance diagram for PixelCrushers.DialogueSystem.DialogueSystemTrigger:
Collaboration diagram for PixelCrushers.DialogueSystem.DialogueSystemTrigger:

Classes

class  SendMessageAction
 
class  SetAnimatorStateAction
 
class  SetComponentEnabledAction
 
class  SetGameObjectActiveAction
 

Public Types

enum  BarkSource { None , Conversation , Text }
 

Public Member Functions

virtual void Awake ()
 
virtual void Start ()
 
void OnBarkStart (Transform actor)
 
void OnBarkEnd (Transform actor)
 
void OnConversationStart (Transform actor)
 
void OnConversationEnd (Transform actor)
 
void OnSequenceStart (Transform actor)
 
void OnSequenceEnd (Transform actor)
 
void OnSequenceEnd ()
 
void OnUse (Transform actor)
 
void OnUse (string message)
 
void OnUse ()
 
void OnTriggerEnter (Collider other)
 
void OnTriggerExit (Collider other)
 
void OnTriggerEnter2D (Collider2D other)
 
void OnTriggerExit2D (Collider2D other)
 
void OnCollisionEnter2D (Collision2D collision)
 
void OnCollisionExit2D (Collision2D collision)
 
void OnCollisionEnter (Collision collision)
 
void OnCollisionExit (Collision collision)
 
void OnEnable ()
 
void OnDisable ()
 
void OnLevelWillBeUnloaded ()
 
void OnApplicationQuit ()
 
void OnDestroy ()
 
void TryStart (Transform actor)
 
virtual void TryStart (Transform actor, Transform interactor)
 Sets the quest status if the condition is true.
 
virtual void Fire (Transform actor)
 
void ResetBarkHistory ()
 Resets the bark history to the beginning of the list of bark lines.
 
void OnRecordPersistentData ()
 Listens for the OnRecordPersistentData message and records the current bark index.
 
void OnApplyPersistentData ()
 Listens for the OnApplyPersistentData message and retrieves the current bark index.
 

Public Attributes

DialogueSystemTriggerEvent trigger = DialogueSystemTriggerEvent.OnUse
 The trigger that this component listens for.
 
Condition condition
 The conditions under which the trigger will fire.
 
bool setQuestState = true
 If true, set the quest state.
 
string questName
 The name of the quest.
 
QuestState questState
 The new state of the quest when triggered.
 
bool setQuestEntryState = false
 If true, set the quest entry state.
 
int questEntryNumber = 1
 The quest entry number whose state to change.
 
QuestState questEntryState
 The new state of the quest entry when triggered.
 
bool setAnotherQuestEntryState = false
 
int anotherQuestEntryNumber = 1
 
QuestState anotherQuestEntryState
 
string luaCode = string.Empty
 The lua code to run.
 
string sequence = string.Empty
 
Transform sequenceSpeaker
 The speaker to use for the sequence (or null if no speaker is needed).
 
Transform sequenceListener
 The listener to use for the sequence (or null if no listener is needed).
 
bool waitOneFrameOnStartOrEnable = true
 
string alertMessage
 An optional gameplay alert message.
 
TextTable textTable
 An optional localized text table to use for the alert message.
 
float alertDuration = 0
 
SendMessageAction[] sendMessages = new SendMessageAction[0]
 Targets and messages to send when the trigger fires.
 
BarkSource barkSource = BarkSource.None
 
string barkConversation = string.Empty
 The title of the bark conversation.
 
int barkEntryID = -1
 Dialogue entry to bark.
 
string barkEntryTitle
 Bark entry with this Title.
 
string barkText = string.Empty
 Text to bark.
 
string barkTextSequence = string.Empty
 Optional sequence to play when barking text.
 
Transform barker
 The barker.
 
Transform barkTarget
 The target of the bark.
 
BarkOrder barkOrder = BarkOrder.Random
 Specifies the order to run through the list of barks.
 
bool allowBarksDuringConversations = false
 Are barks allowed during conversations?
 
bool skipBarkIfNoValidEntries
 Skip bark if no valid entries.
 
bool cacheBarkLines = false
 If ticked, bark info is cached during the first bark.
 
string conversation = string.Empty
 The title of the conversation to start.
 
Transform conversationConversant
 The conversant of the conversation.
 
Transform conversationActor
 The actor to converse with.
 
int startConversationEntryID = -1
 
string startConversationEntryTitle
 
GameObject overrideDialogueUI = null
 
bool exclusive = false
 Only start if no other conversation is active.
 
bool replace = false
 Stop other conversation if one is active.
 
bool queue = false
 If another conversation is active and simultaneous conversations aren't allowed, queue this conversation to start as soon as active one ends.
 
bool skipIfNoValidEntries = false
 If this is true and no valid entries currently link from the start entry, don't start the conversation.
 
bool preventRestartOnSameFrameEnded = false
 
bool stopConversationOnTriggerExit = false
 Set true to stop the conversation if the actor leaves the trigger area.
 
float marginToAllowTriggerExit = 0.2f
 
bool stopConversationIfTooFar = false
 
float maxConversationDistance = 5f
 
float monitorConversationDistanceFrequency = 1f
 
bool showCursorDuringConversation = false
 
bool pauseGameDuringConversation = false
 
SetGameObjectActiveAction[] setActiveActions = new SetGameObjectActiveAction[0]
 
SetComponentEnabledAction[] setEnabledActions = new SetComponentEnabledAction[0]
 
SetAnimatorStateAction[] setAnimatorStateActions = new SetAnimatorStateAction[0]
 
GameObjectUnityEvent onExecute = new GameObjectUnityEvent()
 
bool useConversationTitlePicker = true
 
bool useBarkTitlePicker = true
 
bool useQuestNamePicker = true
 
DialogueDatabase selectedDatabase = null
 

Protected Member Functions

IEnumerator ShowCursorAfterOneFrame ()
 
void CheckOnTriggerExit (Transform otherTransform)
 
IEnumerator StartAtEndOfFrame ()
 
virtual void OnSaveDataApplied ()
 
virtual IEnumerator FireIfNoSaveDataApplied ()
 
virtual void DoQuestAction ()
 
virtual void DoLuaAction (Transform actor)
 
virtual void DoLuaAction ()
 
virtual void DoSequenceAction (Transform actor)
 
virtual void DoAlertAction ()
 
virtual void DoSendMessageActions ()
 
virtual void DoBarkAction (Transform actor)
 
virtual Transform GetBarker (string conversation)
 
virtual string GetBarkerName ()
 
virtual void BarkCachedLine (Transform speaker, Transform listener)
 
void PopulateCache (Transform speaker, Transform listener)
 
void BarkNextCachedLine (Transform speaker, Transform listener)
 
virtual void DoConversationAction (Transform actor)
 
virtual void StopActiveConversation ()
 
void StopMonitoringConversationDistance ()
 
IEnumerator MonitorDistance (Transform actor)
 
virtual void DoSetActiveActions (Transform actor)
 
virtual void DoSetEnabledActions (Transform actor)
 
virtual void DoSetAnimatorStateActions (Transform actor)
 

Protected Attributes

BarkHistory barkHistory
 
ConversationState cachedState = null
 
BarkGroupMember barkGroupMember = null
 
IBarkUI barkUI = null
 
bool isConversationQueued = false
 
Transform queuedActor = null
 
float earliestTimeToAllowTriggerExit = 0
 
Coroutine monitorDistanceCoroutine = null
 
bool wasCursorVisible
 
CursorLockMode savedLockState
 
bool didIPause = false
 
float preConversationTimeScale = 1
 
int frameConversationEnded = -1
 
bool tryingToStart = false
 
bool hasSaveSystem
 
Coroutine fireIfNoSaveDataAppliedCoroutine = null
 
ActiveConversationRecord activeConversation
 
bool listenForOnDestroy = false
 

Properties

Sequencer sequencer [get, protected set]
 Gets the sequencer used by the current bark, if a bark is playing.
 
BarkHistory BarkHistory [get]
 

Detailed Description

The Dialogue System Trigger is a general-purpose trigger that can execute most Dialogue System functions such as starting conversations, barks, alerts, sequences, and Lua code.

Note: DialogueSystemTrigger has a custom editor (DialogueSystemTriggerEditor). If you make a subclass, you can also subclass the editor script and override its virtual functions.

Member Enumeration Documentation

◆ BarkSource

Enumerator
None 
Conversation 
Text 

Member Function Documentation

◆ Awake()

virtual void PixelCrushers.DialogueSystem.DialogueSystemTrigger.Awake ( )
inlinevirtual

◆ BarkCachedLine()

virtual void PixelCrushers.DialogueSystem.DialogueSystemTrigger.BarkCachedLine ( Transform  speaker,
Transform  listener 
)
inlineprotectedvirtual

◆ BarkNextCachedLine()

void PixelCrushers.DialogueSystem.DialogueSystemTrigger.BarkNextCachedLine ( Transform  speaker,
Transform  listener 
)
inlineprotected

◆ CheckOnTriggerExit()

void PixelCrushers.DialogueSystem.DialogueSystemTrigger.CheckOnTriggerExit ( Transform  otherTransform)
inlineprotected

◆ DoAlertAction()

virtual void PixelCrushers.DialogueSystem.DialogueSystemTrigger.DoAlertAction ( )
inlineprotectedvirtual

◆ DoBarkAction()

virtual void PixelCrushers.DialogueSystem.DialogueSystemTrigger.DoBarkAction ( Transform  actor)
inlineprotectedvirtual

◆ DoConversationAction()

virtual void PixelCrushers.DialogueSystem.DialogueSystemTrigger.DoConversationAction ( Transform  actor)
inlineprotectedvirtual

◆ DoLuaAction() [1/2]

virtual void PixelCrushers.DialogueSystem.DialogueSystemTrigger.DoLuaAction ( )
inlineprotectedvirtual

◆ DoLuaAction() [2/2]

virtual void PixelCrushers.DialogueSystem.DialogueSystemTrigger.DoLuaAction ( Transform  actor)
inlineprotectedvirtual

◆ DoQuestAction()

virtual void PixelCrushers.DialogueSystem.DialogueSystemTrigger.DoQuestAction ( )
inlineprotectedvirtual

◆ DoSendMessageActions()

virtual void PixelCrushers.DialogueSystem.DialogueSystemTrigger.DoSendMessageActions ( )
inlineprotectedvirtual

◆ DoSequenceAction()

virtual void PixelCrushers.DialogueSystem.DialogueSystemTrigger.DoSequenceAction ( Transform  actor)
inlineprotectedvirtual

◆ DoSetActiveActions()

virtual void PixelCrushers.DialogueSystem.DialogueSystemTrigger.DoSetActiveActions ( Transform  actor)
inlineprotectedvirtual

◆ DoSetAnimatorStateActions()

virtual void PixelCrushers.DialogueSystem.DialogueSystemTrigger.DoSetAnimatorStateActions ( Transform  actor)
inlineprotectedvirtual

◆ DoSetEnabledActions()

virtual void PixelCrushers.DialogueSystem.DialogueSystemTrigger.DoSetEnabledActions ( Transform  actor)
inlineprotectedvirtual

◆ Fire()

virtual void PixelCrushers.DialogueSystem.DialogueSystemTrigger.Fire ( Transform  actor)
inlinevirtual

◆ FireIfNoSaveDataApplied()

virtual IEnumerator PixelCrushers.DialogueSystem.DialogueSystemTrigger.FireIfNoSaveDataApplied ( )
inlineprotectedvirtual

◆ GetBarker()

virtual Transform PixelCrushers.DialogueSystem.DialogueSystemTrigger.GetBarker ( string  conversation)
inlineprotectedvirtual

◆ GetBarkerName()

virtual string PixelCrushers.DialogueSystem.DialogueSystemTrigger.GetBarkerName ( )
inlineprotectedvirtual

◆ MonitorDistance()

IEnumerator PixelCrushers.DialogueSystem.DialogueSystemTrigger.MonitorDistance ( Transform  actor)
inlineprotected

◆ OnApplicationQuit()

void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnApplicationQuit ( )
inline

◆ OnApplyPersistentData()

void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnApplyPersistentData ( )
inline

Listens for the OnApplyPersistentData message and retrieves the current bark index.

◆ OnBarkEnd()

void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnBarkEnd ( Transform  actor)
inline

◆ OnBarkStart()

void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnBarkStart ( Transform  actor)
inline

◆ OnCollisionEnter()

void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnCollisionEnter ( Collision  collision)
inline

◆ OnCollisionEnter2D()

void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnCollisionEnter2D ( Collision2D  collision)
inline

◆ OnCollisionExit()

void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnCollisionExit ( Collision  collision)
inline

◆ OnCollisionExit2D()

void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnCollisionExit2D ( Collision2D  collision)
inline

◆ OnConversationEnd()

void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnConversationEnd ( Transform  actor)
inline

◆ OnConversationStart()

void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnConversationStart ( Transform  actor)
inline

◆ OnDestroy()

void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnDestroy ( )
inline

◆ OnDisable()

void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnDisable ( )
inline

◆ OnEnable()

void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnEnable ( )
inline

◆ OnLevelWillBeUnloaded()

void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnLevelWillBeUnloaded ( )
inline

◆ OnRecordPersistentData()

void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnRecordPersistentData ( )
inline

Listens for the OnRecordPersistentData message and records the current bark index.

◆ OnSaveDataApplied()

virtual void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnSaveDataApplied ( )
inlineprotectedvirtual

◆ OnSequenceEnd() [1/2]

void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnSequenceEnd ( )
inline

◆ OnSequenceEnd() [2/2]

void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnSequenceEnd ( Transform  actor)
inline

◆ OnSequenceStart()

void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnSequenceStart ( Transform  actor)
inline

◆ OnTriggerEnter()

void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnTriggerEnter ( Collider  other)
inline

◆ OnTriggerEnter2D()

void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnTriggerEnter2D ( Collider2D  other)
inline

◆ OnTriggerExit()

void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnTriggerExit ( Collider  other)
inline

◆ OnTriggerExit2D()

void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnTriggerExit2D ( Collider2D  other)
inline

◆ OnUse() [1/3]

void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnUse ( )
inline

◆ OnUse() [2/3]

void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnUse ( string  message)
inline

◆ OnUse() [3/3]

void PixelCrushers.DialogueSystem.DialogueSystemTrigger.OnUse ( Transform  actor)
inline

◆ PopulateCache()

void PixelCrushers.DialogueSystem.DialogueSystemTrigger.PopulateCache ( Transform  speaker,
Transform  listener 
)
inlineprotected

◆ ResetBarkHistory()

void PixelCrushers.DialogueSystem.DialogueSystemTrigger.ResetBarkHistory ( )
inline

Resets the bark history to the beginning of the list of bark lines.

◆ ShowCursorAfterOneFrame()

IEnumerator PixelCrushers.DialogueSystem.DialogueSystemTrigger.ShowCursorAfterOneFrame ( )
inlineprotected

◆ Start()

virtual void PixelCrushers.DialogueSystem.DialogueSystemTrigger.Start ( )
inlinevirtual

◆ StartAtEndOfFrame()

IEnumerator PixelCrushers.DialogueSystem.DialogueSystemTrigger.StartAtEndOfFrame ( )
inlineprotected

◆ StopActiveConversation()

virtual void PixelCrushers.DialogueSystem.DialogueSystemTrigger.StopActiveConversation ( )
inlineprotectedvirtual

◆ StopMonitoringConversationDistance()

void PixelCrushers.DialogueSystem.DialogueSystemTrigger.StopMonitoringConversationDistance ( )
inlineprotected

◆ TryStart() [1/2]

void PixelCrushers.DialogueSystem.DialogueSystemTrigger.TryStart ( Transform  actor)
inline

◆ TryStart() [2/2]

virtual void PixelCrushers.DialogueSystem.DialogueSystemTrigger.TryStart ( Transform  actor,
Transform  interactor 
)
inlinevirtual

Sets the quest status if the condition is true.

Member Data Documentation

◆ activeConversation

ActiveConversationRecord PixelCrushers.DialogueSystem.DialogueSystemTrigger.activeConversation
protected

◆ alertDuration

float PixelCrushers.DialogueSystem.DialogueSystemTrigger.alertDuration = 0

◆ alertMessage

string PixelCrushers.DialogueSystem.DialogueSystemTrigger.alertMessage

An optional gameplay alert message.

Leave blank for no message.

◆ allowBarksDuringConversations

bool PixelCrushers.DialogueSystem.DialogueSystemTrigger.allowBarksDuringConversations = false

Are barks allowed during conversations?

◆ anotherQuestEntryNumber

int PixelCrushers.DialogueSystem.DialogueSystemTrigger.anotherQuestEntryNumber = 1

◆ anotherQuestEntryState

QuestState PixelCrushers.DialogueSystem.DialogueSystemTrigger.anotherQuestEntryState

◆ barkConversation

string PixelCrushers.DialogueSystem.DialogueSystemTrigger.barkConversation = string.Empty

The title of the bark conversation.

Used if barkSource is set to conversation.

◆ barkEntryID

int PixelCrushers.DialogueSystem.DialogueSystemTrigger.barkEntryID = -1

Dialogue entry to bark.

Otherwise will bark from a valid entry in bark conversation.

◆ barkEntryTitle

string PixelCrushers.DialogueSystem.DialogueSystemTrigger.barkEntryTitle

Bark entry with this Title.

If set, this takes precedence over Bark Entry ID.

◆ barker

Transform PixelCrushers.DialogueSystem.DialogueSystemTrigger.barker

The barker.

◆ barkGroupMember

BarkGroupMember PixelCrushers.DialogueSystem.DialogueSystemTrigger.barkGroupMember = null
protected

◆ barkHistory

BarkHistory PixelCrushers.DialogueSystem.DialogueSystemTrigger.barkHistory
protected

◆ barkOrder

BarkOrder PixelCrushers.DialogueSystem.DialogueSystemTrigger.barkOrder = BarkOrder.Random

Specifies the order to run through the list of barks.

  • Random: Choose a random bark from the conversation.
  • Sequential: Choose the barks in order from first to last, looping at the end.

◆ barkSource

BarkSource PixelCrushers.DialogueSystem.DialogueSystemTrigger.barkSource = BarkSource.None

◆ barkTarget

Transform PixelCrushers.DialogueSystem.DialogueSystemTrigger.barkTarget

The target of the bark.

◆ barkText

string PixelCrushers.DialogueSystem.DialogueSystemTrigger.barkText = string.Empty

Text to bark.

Used if barkSource is text. Will be localized through Dialogue Manager's Text Table if assigned.

◆ barkTextSequence

string PixelCrushers.DialogueSystem.DialogueSystemTrigger.barkTextSequence = string.Empty

Optional sequence to play when barking text.

◆ barkUI

IBarkUI PixelCrushers.DialogueSystem.DialogueSystemTrigger.barkUI = null
protected

◆ cacheBarkLines

bool PixelCrushers.DialogueSystem.DialogueSystemTrigger.cacheBarkLines = false

If ticked, bark info is cached during the first bark.

This can reduce stutter when barking on slower mobile devices, but barks are not reevaluated each time as the state changes, barks use no em formatting codes, and sequences are not played with barks.

◆ cachedState

ConversationState PixelCrushers.DialogueSystem.DialogueSystemTrigger.cachedState = null
protected

◆ condition

Condition PixelCrushers.DialogueSystem.DialogueSystemTrigger.condition

The conditions under which the trigger will fire.

◆ conversation

string PixelCrushers.DialogueSystem.DialogueSystemTrigger.conversation = string.Empty

The title of the conversation to start.

◆ conversationActor

Transform PixelCrushers.DialogueSystem.DialogueSystemTrigger.conversationActor

The actor to converse with.

If not set, the game object that triggered the event.

◆ conversationConversant

Transform PixelCrushers.DialogueSystem.DialogueSystemTrigger.conversationConversant

The conversant of the conversation.

If not set, this game object. The actor is usually the entity that caused the trigger (for example, the player that hits the "Use" button on the conversant, thereby triggering OnUse). See https://www.pixelcrushers.com/dialogue_system/manual2x/html/triggers_and_interaction.html for an explanation of how GameObjects are assigned at runtime.

◆ didIPause

bool PixelCrushers.DialogueSystem.DialogueSystemTrigger.didIPause = false
protected

◆ earliestTimeToAllowTriggerExit

float PixelCrushers.DialogueSystem.DialogueSystemTrigger.earliestTimeToAllowTriggerExit = 0
protected

◆ exclusive

bool PixelCrushers.DialogueSystem.DialogueSystemTrigger.exclusive = false

Only start if no other conversation is active.

◆ fireIfNoSaveDataAppliedCoroutine

Coroutine PixelCrushers.DialogueSystem.DialogueSystemTrigger.fireIfNoSaveDataAppliedCoroutine = null
protected

◆ frameConversationEnded

int PixelCrushers.DialogueSystem.DialogueSystemTrigger.frameConversationEnded = -1
protected

◆ hasSaveSystem

bool PixelCrushers.DialogueSystem.DialogueSystemTrigger.hasSaveSystem
protected

◆ isConversationQueued

bool PixelCrushers.DialogueSystem.DialogueSystemTrigger.isConversationQueued = false
protected

◆ listenForOnDestroy

bool PixelCrushers.DialogueSystem.DialogueSystemTrigger.listenForOnDestroy = false
protected

◆ luaCode

string PixelCrushers.DialogueSystem.DialogueSystemTrigger.luaCode = string.Empty

The lua code to run.

◆ marginToAllowTriggerExit

float PixelCrushers.DialogueSystem.DialogueSystemTrigger.marginToAllowTriggerExit = 0.2f

◆ maxConversationDistance

float PixelCrushers.DialogueSystem.DialogueSystemTrigger.maxConversationDistance = 5f

◆ monitorConversationDistanceFrequency

float PixelCrushers.DialogueSystem.DialogueSystemTrigger.monitorConversationDistanceFrequency = 1f

◆ monitorDistanceCoroutine

Coroutine PixelCrushers.DialogueSystem.DialogueSystemTrigger.monitorDistanceCoroutine = null
protected

◆ onExecute

GameObjectUnityEvent PixelCrushers.DialogueSystem.DialogueSystemTrigger.onExecute = new GameObjectUnityEvent()

◆ overrideDialogueUI

GameObject PixelCrushers.DialogueSystem.DialogueSystemTrigger.overrideDialogueUI = null

◆ pauseGameDuringConversation

bool PixelCrushers.DialogueSystem.DialogueSystemTrigger.pauseGameDuringConversation = false

◆ preConversationTimeScale

float PixelCrushers.DialogueSystem.DialogueSystemTrigger.preConversationTimeScale = 1
protected

◆ preventRestartOnSameFrameEnded

bool PixelCrushers.DialogueSystem.DialogueSystemTrigger.preventRestartOnSameFrameEnded = false

◆ questEntryNumber

int PixelCrushers.DialogueSystem.DialogueSystemTrigger.questEntryNumber = 1

The quest entry number whose state to change.

◆ questEntryState

QuestState PixelCrushers.DialogueSystem.DialogueSystemTrigger.questEntryState

The new state of the quest entry when triggered.

◆ questName

string PixelCrushers.DialogueSystem.DialogueSystemTrigger.questName

The name of the quest.

◆ questState

QuestState PixelCrushers.DialogueSystem.DialogueSystemTrigger.questState

The new state of the quest when triggered.

◆ queue

bool PixelCrushers.DialogueSystem.DialogueSystemTrigger.queue = false

If another conversation is active and simultaneous conversations aren't allowed, queue this conversation to start as soon as active one ends.

◆ queuedActor

Transform PixelCrushers.DialogueSystem.DialogueSystemTrigger.queuedActor = null
protected

◆ replace

bool PixelCrushers.DialogueSystem.DialogueSystemTrigger.replace = false

Stop other conversation if one is active.

◆ savedLockState

CursorLockMode PixelCrushers.DialogueSystem.DialogueSystemTrigger.savedLockState
protected

◆ selectedDatabase

DialogueDatabase PixelCrushers.DialogueSystem.DialogueSystemTrigger.selectedDatabase = null

◆ sendMessages

SendMessageAction [] PixelCrushers.DialogueSystem.DialogueSystemTrigger.sendMessages = new SendMessageAction[0]

Targets and messages to send when the trigger fires.

◆ sequence

string PixelCrushers.DialogueSystem.DialogueSystemTrigger.sequence = string.Empty

◆ sequenceListener

Transform PixelCrushers.DialogueSystem.DialogueSystemTrigger.sequenceListener

The listener to use for the sequence (or null if no listener is needed).

Sequence commands can reference 'speaker' and 'listener', so you may need to define them in this component.

◆ sequenceSpeaker

Transform PixelCrushers.DialogueSystem.DialogueSystemTrigger.sequenceSpeaker

The speaker to use for the sequence (or null if no speaker is needed).

Sequence commands can reference 'speaker' and 'listener', so you may need to define them in this component.

◆ setActiveActions

SetGameObjectActiveAction [] PixelCrushers.DialogueSystem.DialogueSystemTrigger.setActiveActions = new SetGameObjectActiveAction[0]

◆ setAnimatorStateActions

SetAnimatorStateAction [] PixelCrushers.DialogueSystem.DialogueSystemTrigger.setAnimatorStateActions = new SetAnimatorStateAction[0]

◆ setAnotherQuestEntryState

bool PixelCrushers.DialogueSystem.DialogueSystemTrigger.setAnotherQuestEntryState = false

◆ setEnabledActions

SetComponentEnabledAction [] PixelCrushers.DialogueSystem.DialogueSystemTrigger.setEnabledActions = new SetComponentEnabledAction[0]

◆ setQuestEntryState

bool PixelCrushers.DialogueSystem.DialogueSystemTrigger.setQuestEntryState = false

If true, set the quest entry state.

◆ setQuestState

bool PixelCrushers.DialogueSystem.DialogueSystemTrigger.setQuestState = true

If true, set the quest state.

◆ showCursorDuringConversation

bool PixelCrushers.DialogueSystem.DialogueSystemTrigger.showCursorDuringConversation = false

◆ skipBarkIfNoValidEntries

bool PixelCrushers.DialogueSystem.DialogueSystemTrigger.skipBarkIfNoValidEntries

Skip bark if no valid entries.

◆ skipIfNoValidEntries

bool PixelCrushers.DialogueSystem.DialogueSystemTrigger.skipIfNoValidEntries = false

If this is true and no valid entries currently link from the start entry, don't start the conversation.

◆ startConversationEntryID

int PixelCrushers.DialogueSystem.DialogueSystemTrigger.startConversationEntryID = -1

◆ startConversationEntryTitle

string PixelCrushers.DialogueSystem.DialogueSystemTrigger.startConversationEntryTitle

◆ stopConversationIfTooFar

bool PixelCrushers.DialogueSystem.DialogueSystemTrigger.stopConversationIfTooFar = false

◆ stopConversationOnTriggerExit

bool PixelCrushers.DialogueSystem.DialogueSystemTrigger.stopConversationOnTriggerExit = false

Set true to stop the conversation if the actor leaves the trigger area.

◆ textTable

TextTable PixelCrushers.DialogueSystem.DialogueSystemTrigger.textTable

An optional localized text table to use for the alert message.

◆ trigger

DialogueSystemTriggerEvent PixelCrushers.DialogueSystem.DialogueSystemTrigger.trigger = DialogueSystemTriggerEvent.OnUse

The trigger that this component listens for.

◆ tryingToStart

bool PixelCrushers.DialogueSystem.DialogueSystemTrigger.tryingToStart = false
protected

◆ useBarkTitlePicker

bool PixelCrushers.DialogueSystem.DialogueSystemTrigger.useBarkTitlePicker = true

◆ useConversationTitlePicker

bool PixelCrushers.DialogueSystem.DialogueSystemTrigger.useConversationTitlePicker = true

◆ useQuestNamePicker

bool PixelCrushers.DialogueSystem.DialogueSystemTrigger.useQuestNamePicker = true

◆ waitOneFrameOnStartOrEnable

bool PixelCrushers.DialogueSystem.DialogueSystemTrigger.waitOneFrameOnStartOrEnable = true

◆ wasCursorVisible

bool PixelCrushers.DialogueSystem.DialogueSystemTrigger.wasCursorVisible
protected

Property Documentation

◆ BarkHistory

BarkHistory PixelCrushers.DialogueSystem.DialogueSystemTrigger.BarkHistory
getprotected

◆ sequencer

Sequencer PixelCrushers.DialogueSystem.DialogueSystemTrigger.sequencer
getprotected set

Gets the sequencer used by the current bark, if a bark is playing.

If a bark is not playing, this is undefined. To check if a bark is playing, check the bark UI's IsPlaying property.

The sequencer.


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