PixelCrushers.DialogueSystem.PlayMaker.DialogueSystemEventsToPlayMaker Class Reference

This component sends Dialogue System events to PlayMaker FSMs. More...

Inheritance diagram for PixelCrushers.DialogueSystem.PlayMaker.DialogueSystemEventsToPlayMaker:
Collaboration diagram for PixelCrushers.DialogueSystem.PlayMaker.DialogueSystemEventsToPlayMaker:

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.
 

Detailed Description

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.

Member Function Documentation

◆ OnApplyPersistentData()

virtual void PixelCrushers.DialogueSystem.PlayMaker.DialogueSystemEventsToPlayMaker.OnApplyPersistentData ( )
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.

◆ OnBarkEnd()

virtual void PixelCrushers.DialogueSystem.PlayMaker.DialogueSystemEventsToPlayMaker.OnBarkEnd ( Transform  actor)
inlineprotectedvirtual

Sent at the end of a bark.

The actor is the other participant. Fsm.EventData.GameObjectData is set to the actor.

Parameters
actorActor.

◆ OnBarkLine()

virtual void PixelCrushers.DialogueSystem.PlayMaker.DialogueSystemEventsToPlayMaker.OnBarkLine ( Subtitle  subtitle)
inlineprotectedvirtual

Sent when barking a line.

Fsm.EventData.GameObjectData is set to the barker.

Parameters
subtitleSubtitle being barked.

◆ OnBarkStart()

virtual void PixelCrushers.DialogueSystem.PlayMaker.DialogueSystemEventsToPlayMaker.OnBarkStart ( Transform  actor)
inlineprotectedvirtual

Sent at the start of a bark.

The actor is the other participant. Fsm.EventData.GameObjectData is set to the actor.

Parameters
actorActor.

◆ OnConversationCancelled()

virtual void PixelCrushers.DialogueSystem.PlayMaker.DialogueSystemEventsToPlayMaker.OnConversationCancelled ( Transform  actor)
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.

Parameters
actorActor.

◆ OnConversationEnd()

virtual void PixelCrushers.DialogueSystem.PlayMaker.DialogueSystemEventsToPlayMaker.OnConversationEnd ( Transform  actor)
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.

Parameters
actorActor.

◆ OnConversationLine()

virtual void PixelCrushers.DialogueSystem.PlayMaker.DialogueSystemEventsToPlayMaker.OnConversationLine ( Subtitle  subtitle)
inlineprotectedvirtual

Sent whenever a line is spoken.

See the PixelCrushers.DialogueSystem.Subtitle reference.

Parameters
subtitleSubtitle.

◆ OnConversationLineCancelled()

virtual void PixelCrushers.DialogueSystem.PlayMaker.DialogueSystemEventsToPlayMaker.OnConversationLineCancelled ( Subtitle  subtitle)
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.

Parameters
subtitleSubtitle.

◆ OnConversationResponseMenu()

virtual void PixelCrushers.DialogueSystem.PlayMaker.DialogueSystemEventsToPlayMaker.OnConversationResponseMenu ( Response[]  responses)
inlineprotectedvirtual

Broadcast to the Dialogue Manager object (not the participants) just prior to setting up the player response menu with responses.

Parameters
responsesResponses.

◆ OnConversationStart()

virtual void PixelCrushers.DialogueSystem.PlayMaker.DialogueSystemEventsToPlayMaker.OnConversationStart ( Transform  actor)
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.

Parameters
actorThe other participant in the conversation.

◆ OnConversationTimeout()

virtual void PixelCrushers.DialogueSystem.PlayMaker.DialogueSystemEventsToPlayMaker.OnConversationTimeout ( )
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.

◆ OnDialogueSystemPause()

virtual void PixelCrushers.DialogueSystem.PlayMaker.DialogueSystemEventsToPlayMaker.OnDialogueSystemPause ( )
inlineprotectedvirtual

Sent when the Dialogue System is paused.

◆ OnDialogueSystemUnpause()

virtual void PixelCrushers.DialogueSystem.PlayMaker.DialogueSystemEventsToPlayMaker.OnDialogueSystemUnpause ( )
inlineprotectedvirtual

Sent when the Dialogue System is unpaused.

◆ OnLevelWillBeUnloaded()

virtual void PixelCrushers.DialogueSystem.PlayMaker.DialogueSystemEventsToPlayMaker.OnLevelWillBeUnloaded ( )
inlinevirtual

Sent prior to unloading a level, usually before changing levels.

◆ OnLinkedConversationStart()

virtual void PixelCrushers.DialogueSystem.PlayMaker.DialogueSystemEventsToPlayMaker.OnLinkedConversationStart ( Transform  actor)
inlineprotectedvirtual

Broadcast to the Dialogue Manager and participants when following a cross-conversation link.

Fsm.EventData.GameObjectData is set to the actor.

Parameters
actorActor.

◆ OnQuestStateChange()

virtual void PixelCrushers.DialogueSystem.PlayMaker.DialogueSystemEventsToPlayMaker.OnQuestStateChange ( string  title)
inlineprotectedvirtual

Sent when a quest state or quest entry state changes.

Fsm.EventData.StringData is set to the name of the quest.

Parameters
titleQuest title.

◆ OnQuestTrackingDisabled()

virtual void PixelCrushers.DialogueSystem.PlayMaker.DialogueSystemEventsToPlayMaker.OnQuestTrackingDisabled ( string  title)
inlineprotectedvirtual

Sent when a quest's tracking is toggled off.

Fsm.EventData.StringData is set to the name of the quest.

Parameters
titleQuest title.

◆ OnQuestTrackingEnabled()

virtual void PixelCrushers.DialogueSystem.PlayMaker.DialogueSystemEventsToPlayMaker.OnQuestTrackingEnabled ( string  title)
inlineprotectedvirtual

Sent when a quest's tracking is toggled on.

Fsm.EventData.StringData is set to the name of the quest.

Parameters
titleQuest title.

◆ OnRecordPersistentData()

virtual void PixelCrushers.DialogueSystem.PlayMaker.DialogueSystemEventsToPlayMaker.OnRecordPersistentData ( )
inlinevirtual

Sent when the Dialogue System is recording persistent data into the Lua environment, usually when saving a game or before changing levels.

◆ OnSequenceEnd()

virtual void PixelCrushers.DialogueSystem.PlayMaker.DialogueSystemEventsToPlayMaker.OnSequenceEnd ( Transform  actor)
inlineprotectedvirtual

Sent at the end of a sequence.

The actor is the other participant. Fsm.EventData.GameObjectData is set to the actor.

Parameters
actorActor.

◆ OnSequenceStart()

virtual void PixelCrushers.DialogueSystem.PlayMaker.DialogueSystemEventsToPlayMaker.OnSequenceStart ( Transform  actor)
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.

Parameters
actorActor.

◆ SendEvent()

virtual void PixelCrushers.DialogueSystem.PlayMaker.DialogueSystemEventsToPlayMaker.SendEvent ( string  fsmEventName)
inlinevirtual

Sends an event to the FSMs.

Parameters
fsmEventNameFSM event name.

Member Data Documentation

◆ debug

bool PixelCrushers.DialogueSystem.PlayMaker.DialogueSystemEventsToPlayMaker.debug = false

◆ eventData

EventData PixelCrushers.DialogueSystem.PlayMaker.DialogueSystemEventsToPlayMaker.eventData = new EventData()

◆ Fsms

PlayMakerFSM [] PixelCrushers.DialogueSystem.PlayMaker.DialogueSystemEventsToPlayMaker.Fsms

The FSMs that will receive Dialogue System events.

◆ notifyAllFsms

bool PixelCrushers.DialogueSystem.PlayMaker.DialogueSystemEventsToPlayMaker.notifyAllFsms = false

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