PixelCrushers.DialogueSystem.SetActiveOnDialogueEvent Class Reference

Deprecated by DialogueSystemTrigger. More...

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

Classes

class  SetActiveAction
 

Public Member Functions

override void TryStartActions (Transform actor)
 
override void TryEndActions (Transform actor)
 
void DoAction (SetActiveAction action, Transform actor)
 
- Public Member Functions inherited from PixelCrushers.DialogueSystem.ActOnDialogueEvent
void OnBarkStart (Transform actor)
 Handles OnBarkStart events.
 
void OnBarkEnd (Transform actor)
 Handles OnBarkEnd events.
 
void OnConversationStart (Transform actor)
 Handles OnConversationStart events.
 
void OnConversationEnd (Transform actor)
 Handles OnConversationEnd events.
 
void OnSequenceStart (Transform actor)
 Handles OnSequenceStart events.
 
void OnSequenceEnd (Transform actor)
 Handles OnSequenceEnd events.
 
void TryStartActions (Transform actor)
 Tries the actions that should run when the event starts (e.g., OnBarkStart).
 
void TryEndActions (Transform actor)
 Tries the actions that should run when the event ends (e.g., OnBarkEnd).
 

Public Attributes

SetActiveAction[] onStart = new SetActiveAction[0]
 Actions to take on the "start" event (e.g., OnConversationStart).
 
SetActiveAction[] onEnd = new SetActiveAction[0]
 Actions to take on the "end" event (e.g., OnConversationEnd).
 
- Public Attributes inherited from PixelCrushers.DialogueSystem.ActOnDialogueEvent
DialogueEvent trigger
 The dialogue event that triggers the actions.
 
bool once = false
 Set true if this should only happen once.
 
DialogueDatabase selectedDatabase = null
 

Detailed Description

Deprecated by DialogueSystemTrigger.

Sets game objects active or inactive at the start and/or end of a dialogue event. Note that components on inactive game objects (including SetActiveOnDialogueEvent) do not receive messages. If you want to activate an inactive game object, you should put this component on a different, active game object and set the action's target to the inactive object.

Member Function Documentation

◆ DoAction()

void PixelCrushers.DialogueSystem.SetActiveOnDialogueEvent.DoAction ( SetActiveAction  action,
Transform  actor 
)
inline

◆ TryEndActions()

override void PixelCrushers.DialogueSystem.SetActiveOnDialogueEvent.TryEndActions ( Transform  actor)
inline

◆ TryStartActions()

override void PixelCrushers.DialogueSystem.SetActiveOnDialogueEvent.TryStartActions ( Transform  actor)
inline

Member Data Documentation

◆ onEnd

SetActiveAction [] PixelCrushers.DialogueSystem.SetActiveOnDialogueEvent.onEnd = new SetActiveAction[0]

Actions to take on the "end" event (e.g., OnConversationEnd).

◆ onStart

SetActiveAction [] PixelCrushers.DialogueSystem.SetActiveOnDialogueEvent.onStart = new SetActiveAction[0]

Actions to take on the "start" event (e.g., OnConversationStart).


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