This component sends Dialogue System events to PlayMaker FSMs. More...
Classes | |
class | EventData |
Public Member Functions | |
virtual void | SendEvent (string fsmEventName) |
Sends an event to the FSMs. | |
virtual void | OnRecordPersistentData () |
Sent when the Dialogue System is recording persistent data into the Lua environment, usually when saving a game or before changing levels. | |
virtual void | OnApplyPersistentData () |
Sent when the Dialogue System is applying persistent data to the scene from the Lua environment, usually when loading a game or after changing levels. | |
virtual void | OnLevelWillBeUnloaded () |
Sent prior to unloading a level, usually before changing levels. | |
Public Attributes | |
bool | notifyAllFsms = false |
PlayMakerFSM[] | Fsms |
The FSMs that will receive Dialogue System events. | |
EventData | eventData = new EventData() |
bool | debug = false |
Protected Member Functions | |
virtual void | OnConversationStart (Transform actor) |
Sent at the start of a conversation. | |
virtual void | OnConversationEnd (Transform actor) |
Sent at the end of a conversation. | |
virtual void | OnConversationCancelled (Transform actor) |
Broadcast to the Dialogue Manager object (not the participants) if a conversation ended because the player presses the cancel key or button during the player response menu. | |
virtual void | OnConversationLine (Subtitle subtitle) |
Sent whenever a line is spoken. | |
virtual void | OnConversationLineCancelled (Subtitle subtitle) |
Broadcast to the Dialogue Manager object (not the participants) if the player presses the cancel key or button while a line is being delivered. | |
virtual void | OnConversationResponseMenu (Response[] responses) |
Broadcast to the Dialogue Manager object (not the participants) just prior to setting up the player response menu with responses. | |
virtual void | OnConversationTimeout () |
Sent to the Dialogue Manager object (not the participants) if the response menu times out. | |
virtual void | OnLinkedConversationStart (Transform actor) |
Broadcast to the Dialogue Manager and participants when following a cross-conversation link. | |
virtual void | OnBarkStart (Transform actor) |
Sent at the start of a bark. | |
virtual void | OnBarkEnd (Transform actor) |
Sent at the end of a bark. | |
virtual void | OnBarkLine (Subtitle subtitle) |
Sent when barking a line. | |
virtual void | OnSequenceStart (Transform actor) |
Sent at the beginning of a cutscene sequence. | |
virtual void | OnSequenceEnd (Transform actor) |
Sent at the end of a sequence. | |
virtual void | OnQuestStateChange (string title) |
Sent when a quest state or quest entry state changes. | |
virtual void | OnQuestTrackingEnabled (string title) |
Sent when a quest's tracking is toggled on. | |
virtual void | OnQuestTrackingDisabled (string title) |
Sent when a quest's tracking is toggled off. | |
virtual void | OnDialogueSystemPause () |
Sent when the Dialogue System is paused. | |
virtual void | OnDialogueSystemUnpause () |
Sent when the Dialogue System is unpaused. | |
This component sends Dialogue System events to PlayMaker FSMs.
Generally you will add this component to the Dialogue Manager or an actor such as the player object. See the user manual section Script Overview > Notification Messages for information about Dialogue System events.
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inlinevirtual |
Sent when the Dialogue System is applying persistent data to the scene from the Lua environment, usually when loading a game or after changing levels.
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inlineprotectedvirtual |
Sent at the end of a bark.
The actor is the other participant. Fsm.EventData.GameObjectData is set to the actor.
actor | Actor. |
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inlineprotectedvirtual |
Sent when barking a line.
Fsm.EventData.GameObjectData is set to the barker.
subtitle | Subtitle being barked. |
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inlineprotectedvirtual |
Sent at the start of a bark.
The actor is the other participant. Fsm.EventData.GameObjectData is set to the actor.
actor | Actor. |
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inlineprotectedvirtual |
Broadcast to the Dialogue Manager object (not the participants) if a conversation ended because the player presses the cancel key or button during the player response menu.
Fsm.EventData.GameObjectData is set to the actor.
actor | Actor. |
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inlineprotectedvirtual |
Sent at the end of a conversation.
The actor is the other participant in the conversation. This message is also broadcast to the Dialogue Manager object and its children after the dialogue UI has closed. Fsm.EventData.GameObjectData is set to the actor.
actor | Actor. |
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inlineprotectedvirtual |
Sent whenever a line is spoken.
See the PixelCrushers.DialogueSystem.Subtitle reference.
subtitle | Subtitle. |
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inlineprotectedvirtual |
Broadcast to the Dialogue Manager object (not the participants) if the player presses the cancel key or button while a line is being delivered.
Cancelling causes the Dialogue System to jump to the end of the line and continue to the next line or response menu.
subtitle | Subtitle. |
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inlineprotectedvirtual |
Broadcast to the Dialogue Manager object (not the participants) just prior to setting up the player response menu with responses.
responses | Responses. |
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inlineprotectedvirtual |
Sent at the start of a conversation.
The actor is the other participant in the conversation. This message is also broadcast to the Dialogue Manager object and its children. Fsm.EventData.GameObjectData is set to the actor.
actor | The other participant in the conversation. |
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inlineprotectedvirtual |
Sent to the Dialogue Manager object (not the participants) if the response menu times out.
The DialogueSystemController script handles timeouts according to its display settings. You can add your own scripts to the Dialogue Manager object that also listens for this message.
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inlineprotectedvirtual |
Sent when the Dialogue System is paused.
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inlineprotectedvirtual |
Sent when the Dialogue System is unpaused.
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inlinevirtual |
Sent prior to unloading a level, usually before changing levels.
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inlineprotectedvirtual |
Broadcast to the Dialogue Manager and participants when following a cross-conversation link.
Fsm.EventData.GameObjectData is set to the actor.
actor | Actor. |
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inlineprotectedvirtual |
Sent when a quest state or quest entry state changes.
Fsm.EventData.StringData is set to the name of the quest.
title | Quest title. |
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inlineprotectedvirtual |
Sent when a quest's tracking is toggled off.
Fsm.EventData.StringData is set to the name of the quest.
title | Quest title. |
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inlineprotectedvirtual |
Sent when a quest's tracking is toggled on.
Fsm.EventData.StringData is set to the name of the quest.
title | Quest title. |
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inlinevirtual |
Sent when the Dialogue System is recording persistent data into the Lua environment, usually when saving a game or before changing levels.
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inlineprotectedvirtual |
Sent at the end of a sequence.
The actor is the other participant. Fsm.EventData.GameObjectData is set to the actor.
actor | Actor. |
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inlineprotectedvirtual |
Sent at the beginning of a cutscene sequence.
The actor is the other participant. (Sequences can have an optional speaker and listener.) Fsm.EventData.GameObjectData is set to the actor.
actor | Actor. |
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inlinevirtual |
Sends an event to the FSMs.
fsmEventName | FSM event name. |
bool PixelCrushers.DialogueSystem.PlayMaker.DialogueSystemEventsToPlayMaker.debug = false |
EventData PixelCrushers.DialogueSystem.PlayMaker.DialogueSystemEventsToPlayMaker.eventData = new EventData() |
PlayMakerFSM [] PixelCrushers.DialogueSystem.PlayMaker.DialogueSystemEventsToPlayMaker.Fsms |
The FSMs that will receive Dialogue System events.
bool PixelCrushers.DialogueSystem.PlayMaker.DialogueSystemEventsToPlayMaker.notifyAllFsms = false |