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enum | BarkSource { None
, Conversation
, Text
} |
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DialogueSystemTriggerEvent | trigger = DialogueSystemTriggerEvent.OnUse |
| The trigger that this component listens for.
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Condition | condition |
| The conditions under which the trigger will fire.
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bool | setQuestState = true |
| If true , set the quest state.
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string | questName |
| The name of the quest.
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QuestState | questState |
| The new state of the quest when triggered.
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bool | setQuestEntryState = false |
| If true , set the quest entry state.
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int | questEntryNumber = 1 |
| The quest entry number whose state to change.
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QuestState | questEntryState |
| The new state of the quest entry when triggered.
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bool | setAnotherQuestEntryState = false |
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int | anotherQuestEntryNumber = 1 |
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QuestState | anotherQuestEntryState |
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string | luaCode = string.Empty |
| The lua code to run.
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string | sequence = string.Empty |
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Transform | sequenceSpeaker |
| The speaker to use for the sequence (or null if no speaker is needed).
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Transform | sequenceListener |
| The listener to use for the sequence (or null if no listener is needed).
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bool | waitOneFrameOnStartOrEnable = true |
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string | alertMessage |
| An optional gameplay alert message.
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TextTable | textTable |
| An optional localized text table to use for the alert message.
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float | alertDuration = 0 |
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SendMessageAction[] | sendMessages = new SendMessageAction[0] |
| Targets and messages to send when the trigger fires.
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BarkSource | barkSource = BarkSource.None |
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string | barkConversation = string.Empty |
| The title of the bark conversation.
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int | barkEntryID = -1 |
| Dialogue entry to bark.
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string | barkEntryTitle |
| Bark entry with this Title.
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string | barkText = string.Empty |
| Text to bark.
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string | barkTextSequence = string.Empty |
| Optional sequence to play when barking text.
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Transform | barker |
| The barker.
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Transform | barkTarget |
| The target of the bark.
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BarkOrder | barkOrder = BarkOrder.Random |
| Specifies the order to run through the list of barks.
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bool | allowBarksDuringConversations = false |
| Are barks allowed during conversations?
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bool | skipBarkIfNoValidEntries |
| Skip bark if no valid entries.
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bool | cacheBarkLines = false |
| If ticked, bark info is cached during the first bark.
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string | conversation = string.Empty |
| The title of the conversation to start.
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Transform | conversationConversant |
| The conversant of the conversation.
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Transform | conversationActor |
| The actor to converse with.
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int | startConversationEntryID = -1 |
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string | startConversationEntryTitle |
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GameObject | overrideDialogueUI = null |
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bool | exclusive = false |
| Only start if no other conversation is active.
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bool | replace = false |
| Stop other conversation if one is active.
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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.
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bool | skipIfNoValidEntries = false |
| If this is true and no valid entries currently link from the start entry, don't start the conversation.
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bool | preventRestartOnSameFrameEnded = false |
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bool | stopConversationOnTriggerExit = false |
| Set true to stop the conversation if the actor leaves the trigger area.
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float | marginToAllowTriggerExit = 0.2f |
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bool | stopConversationIfTooFar = false |
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float | maxConversationDistance = 5f |
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float | monitorConversationDistanceFrequency = 1f |
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bool | showCursorDuringConversation = false |
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bool | pauseGameDuringConversation = false |
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SetGameObjectActiveAction[] | setActiveActions = new SetGameObjectActiveAction[0] |
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SetComponentEnabledAction[] | setEnabledActions = new SetComponentEnabledAction[0] |
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SetAnimatorStateAction[] | setAnimatorStateActions = new SetAnimatorStateAction[0] |
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GameObjectUnityEvent | onExecute = new GameObjectUnityEvent() |
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bool | useConversationTitlePicker = true |
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bool | useBarkTitlePicker = true |
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bool | useQuestNamePicker = true |
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DialogueDatabase | selectedDatabase = null |
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IEnumerator | ShowCursorAfterOneFrame () |
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void | CheckOnTriggerExit (Transform otherTransform) |
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IEnumerator | StartAtEndOfFrame () |
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virtual void | OnSaveDataApplied () |
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virtual IEnumerator | FireIfNoSaveDataApplied () |
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virtual void | DoQuestAction () |
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virtual void | DoLuaAction (Transform actor) |
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virtual void | DoLuaAction () |
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virtual void | DoSequenceAction (Transform actor) |
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virtual void | DoAlertAction () |
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virtual void | DoSendMessageActions () |
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virtual void | DoBarkAction (Transform actor) |
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virtual Transform | GetBarker (string conversation) |
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virtual string | GetBarkerName () |
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virtual void | BarkCachedLine (Transform speaker, Transform listener) |
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void | PopulateCache (Transform speaker, Transform listener) |
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void | BarkNextCachedLine (Transform speaker, Transform listener) |
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virtual void | DoConversationAction (Transform actor) |
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virtual void | StopActiveConversation () |
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void | StopMonitoringConversationDistance () |
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IEnumerator | MonitorDistance (Transform actor) |
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virtual void | DoSetActiveActions (Transform actor) |
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virtual void | DoSetEnabledActions (Transform actor) |
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virtual void | DoSetAnimatorStateActions (Transform actor) |
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BarkHistory | barkHistory |
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ConversationState | cachedState = null |
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BarkGroupMember | barkGroupMember = null |
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IBarkUI | barkUI = null |
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bool | isConversationQueued = false |
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Transform | queuedActor = null |
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float | earliestTimeToAllowTriggerExit = 0 |
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Coroutine | monitorDistanceCoroutine = null |
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bool | wasCursorVisible |
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CursorLockMode | savedLockState |
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bool | didIPause = false |
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float | preConversationTimeScale = 1 |
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int | frameConversationEnded = -1 |
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bool | tryingToStart = false |
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bool | hasSaveSystem |
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Coroutine | fireIfNoSaveDataAppliedCoroutine = null |
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ActiveConversationRecord | activeConversation |
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bool | listenForOnDestroy = false |
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This is a Dialogue System Trigger that serves as a UCC Interactable target.