This Lua condition wizard is meant to be called from a custom editor's OnInspectorGUI() method.
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| LuaConditionWizard (DialogueDatabase database) |
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float | GetHeight () |
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string | Draw (GUIContent guiContent, string luaCode, bool showOpenCloseButton=true) |
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void | OpenWizard (string luaCode) |
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void | ResetWizard () |
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string | CancelConditionsWizard () |
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string | AcceptConditionsWizard () |
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string | Draw (Rect position, GUIContent guiContent, string luaCode, bool flexibleHeight=false) |
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| LuaWizardBase (DialogueDatabase database) |
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void | RefreshWizardResources () |
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void | RefreshQuestNames () |
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void | RefreshVariableNames () |
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void | RefreshActorNames () |
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void | RefreshItemNames () |
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void | RefreshLocationNames () |
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string[] | GetQuestEntryNames (string questName) |
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string | GetWizardQuestName (string[] questNames, int index) |
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string | GetLogicalOperatorText (LogicalOperatorType logicalOperator) |
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FieldType | GetWizardVariableType (int variableIndex) |
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FieldType | GetWizardActorFieldType (int actorFieldIndex) |
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FieldType | GetWizardItemFieldType (int itemFieldIndex) |
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FieldType | GetWizardLocationFieldType (int locationFieldIndex) |
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string | GetWizardEqualityText (EqualityType equalityType) |
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string | GetWizardComparisonText (ComparisonType comparisonType) |
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void | FindAllCustomLuaFuncs (bool findConditionFuncs, out CustomLuaFunctionInfoRecord[] customLuaFuncs, out string[] customLuaFuncNames) |
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void | InitCustomParamValues (CustomLuaFunctionInfoRecord record, out object[] customParamValues) |
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void | AddNewVariable (string newVariableName, FieldType newVariableType) |
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enum | ConditionWizardResourceType {
Quest
, QuestEntry
, Variable
, Actor
,
Item
, Location
, SimStatus
, Custom
,
ManualEnter
} |
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enum | ScriptWizardResourceType {
Quest
, QuestEntry
, Variable
, Actor
,
Item
, Location
, SimStatus
, Alert
,
Custom
, ManualEnter
} |
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enum | EqualityType { Is
, IsNot
} |
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enum | ComparisonType {
Is
, IsNot
, Less
, Greater
,
LessEqual
, GreaterEqual
, Between
} |
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enum | LogicalOperatorType { All
, Any
} |
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enum | BooleanType { True
, False
} |
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enum | SimStatusType { Untouched
, WasOffered
, WasDisplayed
} |
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static ScriptWizardResourceType | GetConditionResourceTypeToScriptResourceType (ConditionWizardResourceType conditionResourceType) |
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static ConditionWizardResourceType | GetScriptResourceTypeToConditionResourceType (ScriptWizardResourceType scriptResourceType) |
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DialogueDatabase | database |
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string[] | questNames = new string[0] |
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string[] | complexQuestNames = new string[0] |
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string[] | variableNames = new string[0] |
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string[] | variablePopupNames = new string[0] |
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FieldType[] | variableTypes = new FieldType[0] |
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string[] | actorNames = new string[0] |
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string[] | actorFieldNames = new string[0] |
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FieldType[] | actorFieldTypes = new FieldType[0] |
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string[] | itemNames = new string[0] |
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string[] | itemFieldNames = new string[0] |
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FieldType[] | itemFieldTypes = new FieldType[0] |
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string[] | locationNames = new string[0] |
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string[] | locationFieldNames = new string[0] |
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FieldType[] | locationFieldTypes = new FieldType[0] |
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static ConditionWizardResourceType | s_lastWizardResourceType = ConditionWizardResourceType.Quest |
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CustomFieldType | GetCustomFieldType< T > (List< T > assets, int assetIndex, int fieldIndex) |
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string | GetDefaultNewVariableValue (FieldType fieldType) |
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This Lua condition wizard is meant to be called from a custom editor's OnInspectorGUI() method.
It includes an EditorGUILayout version (Draw(...)) and an EditorGUI version (Draw(rect,...)).