PixelCrushers.DialogueSystem.Wrappers.DialogueSystemController Class Reference

This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class. More...

Inheritance diagram for PixelCrushers.DialogueSystem.Wrappers.DialogueSystemController:
Collaboration diagram for PixelCrushers.DialogueSystem.Wrappers.DialogueSystemController:

Additional Inherited Members

- Public Types inherited from PixelCrushers.DialogueSystem.DialogueSystemController
enum  WarmUpMode { On , Extra , Off }
 
- Public Member Functions inherited from PixelCrushers.DialogueSystem.DialogueSystemController
void OnDestroy ()
 
void Awake ()
 Initializes the component by setting up the dialogue database and preparing the dialogue UI.
 
void Start ()
 Start by enforcing only one instance is specified.
 
void SetLanguage (string language)
 Sets the language to use for localized text.
 
void PreloadMasterDatabase ()
 Preloads the master database.
 
void PreloadDialogueUI ()
 Preloads the dialogue UI.
 
void PreloadResources ()
 Preloads the resources used by the Dialogue System to avoid delays caused by lazy loading.
 
void WarmUpConversationController ()
 Stop and start a fake conversation to initialize things to avoid a small delay the first time a conversation starts.
 
bool StandardGetInputButtonDown (string buttonName)
 Standard Unity Input method to check if a button is down.
 
bool IsDialogueSystemInputDisabled ()
 Returns true if Dialogue System input is disabled.
 
void SetDialogueSystemInput (bool value)
 Enables or disables Dialogue System input.
 
void AddDatabase (DialogueDatabase database)
 Adds a dialogue database to memory.
 
void RemoveDatabase (DialogueDatabase database)
 Removes a dialogue database from memory.
 
void ResetDatabase (DatabaseResetOptions databaseResetOptions)
 Resets the database to a default state.
 
void ResetDatabase ()
 Resets the database to a default state, keeping all databases loaded.
 
bool ConversationHasValidEntry (string title, Transform actor, Transform conversant, int initialDialogueEntryID=-1)
 Checks whether a conversation has any valid entries linked from the start entry, since it's possible that the conditions of all entries could be false.
 
bool ConversationHasValidEntry (string title, Transform actor)
 Checks whether a conversation has any valid entries linked from the start entry, since it's possible that the conditions of all entries could be false.
 
bool ConversationHasValidEntry (string title)
 Checks whether a conversation has any valid entries linked from the start entry, since it's possible that the conditions of all entries could be false.
 
string GetConversationTitle (int conversationID)
 Returns a conversation title given its ID, or empty string if no conversation has the ID.
 
void StartConversation (string title, Transform actor, Transform conversant, int initialDialogueEntryID, IDialogueUI overrideDialogueUI)
 Starts a conversation, which also broadcasts an OnConversationStart message to the actor and conversant.
 
void StartConversation (string title, Transform actor, Transform conversant, int initialDialogueEntryID)
 Starts a conversation, which also broadcasts an OnConversationStart message to the actor and conversant.
 
void StartConversation (string title, Transform actor, Transform conversant)
 Starts a conversation, which also broadcasts an OnConversationStart message to the actor and conversant.
 
void StartConversation (string title, Transform actor)
 Starts a conversation, which also broadcasts an OnConversationStart message to the actor.
 
void StartConversation (string title)
 Starts the conversation with no transforms specified for the actor or conversant.
 
void StopConversation ()
 Stops the current conversation immediately, and sends an OnConversationEnd message to the actor and conversant.
 
void StopAllConversations ()
 Stops all current conversations immediately.
 
void UpdateResponses ()
 Updates the responses for the current state of the current conversation.
 
Transform FindActorTransformFromConversation (string conversationTitle, string actorField)
 Given a conversation and an actor ID field name (Actor or Conversant), return a corresponding transform in the scene, or null if none found.
 
void SetPortrait (string actorName, string portraitName)
 Sets an actor's portrait.
 
void SetActorPortraitSprite (string actorName, Sprite sprite)
 This method is used internally by SetPortrait() to set the portrait image for an actor.
 
void SetContinueMode (bool value)
 Sets continue button mode to Always (true) or Never (false).
 
void SetContinueMode (DisplaySettings.SubtitleSettings.ContinueButtonMode mode)
 Sets continue button mode.
 
void SetOriginalContinueMode ()
 Reverts continue button mode to the previously-saved mode.
 
void OnEndConversation (ConversationController endingConversationController)
 Handles the end conversation event.
 
void OnConversationTimeout ()
 Handles the conversation response menu timeout event.
 
void UpdateLocalizationOnActiveConversations ()
 
void Bark (string conversationTitle, Transform speaker, Transform listener, BarkHistory barkHistory)
 Causes a character to bark a line at another character.
 
void Bark (string conversationTitle, Transform speaker, Transform listener, int entryID)
 Causes a character to bark a line at another character.
 
void Bark (string conversationTitle, Transform speaker, Transform listener)
 Causes a character to bark a line at another character.
 
void Bark (string conversationTitle, Transform speaker)
 Causes a character to bark a line.
 
void Bark (string conversationTitle, Transform speaker, BarkHistory barkHistory)
 Causes a character to bark a line.
 
void BarkString (string barkText, Transform speaker, Transform listener=null, string sequence=null)
 Causes a character to bark a literal string instead of looking up its line from a conversation.
 
float GetBarkDuration (string barkText)
 Returns the default duration that a string of bark text will be shown.
 
void ShowAlert (string message, float duration)
 Shows an alert message using the dialogue UI.
 
void ShowAlert (string message)
 Shows an alert message using the dialogue UI for the UI's default duration.
 
void CheckAlerts ()
 Checks the value of Lua Variable['Alert'].
 
void HideAlert ()
 Hides the currently-displaying alert message.
 
void HideAllAlerts ()
 Hides the currently-displaying alert message and clears any pending queued alerts.
 
string GetLocalizedText (string s)
 Gets localized text from a text table.
 
Sequencer PlaySequence (string sequence, Transform speaker, Transform listener, bool informParticipants, bool destroyWhenDone, string entrytag)
 Starts a sequence.
 
Sequencer PlaySequence (string sequence, Transform speaker, Transform listener, bool informParticipants, bool destroyWhenDone)
 Starts a sequence.
 
Sequencer PlaySequence (string sequence, Transform speaker, Transform listener, bool informParticipants)
 Starts a sequence.
 
Sequencer PlaySequence (string sequence, Transform speaker, Transform listener)
 Starts a sequence, and sends OnSequenceStart/OnSequenceEnd messages to the participants.
 
Sequencer PlaySequence (string sequence)
 Starts a sequence.
 
void StopSequence (Sequencer sequencer)
 Stops a sequence.
 
void Pause ()
 Pauses the Dialogue System.
 
void Unpause ()
 Unpauses the Dialogue System.
 
void UseDialogueUI (GameObject gameObject)
 Sets the dialogue UI.
 
void SetDialoguePanel (bool show, bool immediate=false)
 Sets the dialogue UI's main panel visible or invisible.
 
void SendUpdateTracker ()
 
void RandomizeNextEntry ()
 
void AddLuaObserver (string luaExpression, LuaWatchFrequency frequency, LuaChangedDelegate luaChangedHandler)
 Adds a Lua expression observer.
 
void RemoveLuaObserver (string luaExpression, LuaWatchFrequency frequency, LuaChangedDelegate luaChangedHandler)
 Removes a Lua expression observer.
 
void RemoveAllObservers (LuaWatchFrequency frequency)
 Removes all Lua expression observers for a specified frequency.
 
void RemoveAllObservers ()
 Removes all Lua expression observers.
 
void RegisterAssetBundle (AssetBundle bundle)
 Registers an asset bundle with the Dialogue System.
 
void UnregisterAssetBundle (AssetBundle bundle)
 Unregisters an asset bundle from the Dialogue System.
 
UnityEngine.Object LoadAsset (string name)
 Loads a named asset from the registered asset bundles or from Resources.
 
UnityEngine.Object LoadAsset (string name, System.Type type)
 Loads a named asset from the registered asset bundles or from Resources.
 
void LoadAsset (string name, System.Type type, AssetLoadedDelegate assetLoaded)
 Loads a named asset from the registered asset bundles, Resources, or Addressables.
 
void UnloadAsset (object obj)
 Unloads an object previously loaded by LoadAsset.
 
void ClearLoadedAssetHashes ()
 Clears the register of loaded addressables.
 
void UnloadAssets ()
 
- Static Public Member Functions inherited from PixelCrushers.DialogueSystem.DialogueSystemController
static void LuaShowAlert (string message)
 
static void LuaHideAlert ()
 
static string Conditional (bool condition, string value)
 
static void ChangeActorName (string actorName, string newDisplayName)
 Changes an actor's Display Name.
 
static string ActorIDToName (double id)
 
static string ItemIDToName (double id)
 
- Public Attributes inherited from PixelCrushers.DialogueSystem.DialogueSystemController
DialogueDatabase initialDatabase = null
 The initial dialogue database.
 
DisplaySettings displaySettings = new DisplaySettings()
 The display settings to use for the dialogue UI and sequencer.
 
PersistentDataSettings persistentDataSettings = new PersistentDataSettings()
 Settings to apply to the PersistentDataManager.
 
bool allowSimultaneousConversations = false
 Set true to allow more than one conversation to play simultaneously.
 
bool interruptActiveConversations = false
 If not allowing simultaneous conversations and a conversation is active, stop it if another conversation wants to start.
 
bool includeSimStatus = false
 Set true to include sim status for each dialogue entry.
 
bool instantiateDatabase = true
 
bool preloadResources = true
 If true, preloads the master database and dialogue UI.
 
WarmUpMode warmUpConversationController = WarmUpMode.On
 
bool dontHideImmediateDuringWarmup = false
 
bool dontDestroyOnLoad = true
 If true, Unity will not destroy the game object when loading a new level.
 
bool allowOnlyOneInstance = true
 If true, new DialogueSystemController objects will destroy themselves if one already exists in the scene.
 
bool onStartTriggerWaitForSaveDataApplied = false
 If true, Dialogue System Triggers set to OnStart should wait until save data has been applied or variables initialized.
 
DialogueTime.TimeMode dialogueTimeMode = DialogueTime.TimeMode.Realtime
 Time mode to use for conversations.
 
DialogueDebug.DebugLevel debugLevel = DialogueDebug.DebugLevel.Warning
 The debug level.
 
GetLocalizedTextDelegate overrideGetLocalizedText = null
 Assign to replace the Dialogue System's built-in GetLocalizedText().
 
- Static Public Attributes inherited from PixelCrushers.DialogueSystem.DialogueSystemController
static bool isWarmingUp = false
 
static bool applicationIsQuitting = false
 
static string lastInitialDatabaseName = null
 
- Protected Member Functions inherited from PixelCrushers.DialogueSystem.DialogueSystemController
void AddDelegateForAssetBeingLoaded (string name, AssetLoadedDelegate assetLoaded)
 
void RemoveDelegatesForAssetBeingLoaded (string name)
 
void CallDelegatesForAssetBeingLoaded (string name, UnityEngine.Object asset)
 
- Protected Attributes inherited from PixelCrushers.DialogueSystem.DialogueSystemController
Dictionary< string, List< AssetLoadedDelegate > > m_assetsBeingLoaded = new Dictionary<string, List<AssetLoadedDelegate>>()
 
- Properties inherited from PixelCrushers.DialogueSystem.DialogueSystemController
bool isInitialized [get]
 True when this Dialogue System Controller is fully initialized.
 
DatabaseManager databaseManager [get]
 Gets the dialogue database manager.
 
DialogueDatabase masterDatabase [get]
 Gets the master dialogue database, which contains the initial database and any additional databases that you have added.
 
IDialogueUI dialogueUI [get, set]
 Gets or sets the dialogue UI, which is an implementation of IDialogueUI.
 
StandardDialogueUI standardDialogueUI [get, set]
 Convenience property that casts the dialogueUI property as a StandardDialogueUI.
 
IsDialogueEntryValidDelegate isDialogueEntryValid [get, set]
 The IsDialogueEntryValid delegate (if one is assigned).
 
System.Action customResponseTimeoutHandler [get, set]
 If response timeout action is set to Custom and menu times out, call this method.
 
GetInputButtonDownDelegate getInputButtonDown [get, set]
 The GetInputButtonDown delegate.
 
bool isConversationActive [get]
 Indicates whether a conversation is currently active.
 
bool isAlternateConversationActive = false [get, set]
 Set true to make isConversationActive report true even if a regular conversation isn't currently active.
 
Transform currentActor [get]
 Gets the current actor of the last conversation started if a conversation is active.
 
Transform currentConversant [get]
 Gets the current conversant of the last conversation started if a conversation is active.
 
ConversationState currentConversationState [get, set]
 Gets or sets the current conversation state of the last conversation that had a line.
 
string lastConversationStarted [get]
 Gets the title of the last conversation started.
 
string lastConversationEnded [get, set]
 
int lastConversationID [get]
 Gets the ID of the last conversation started.
 
ConversationController conversationController [get]
 
ConversationModel conversationModel [get]
 
ConversationView conversationView [get]
 
List< ActiveConversationRecordactiveConversations [get]
 List of conversations that are currently active.
 
ActiveConversationRecord activeConversation [get, set]
 Conversation that is currently being examined by Conditions, Scripts, OnConversationLine, etc.
 
bool allowLuaExceptions [get, set]
 Indicates whether to allow the Lua environment to pass exceptions up to the caller.
 
bool warnIfActorAndConversantSame [get, set]
 If true, warns if a conversation starts with the actor and conversant pointing to the same transform.
 
bool unloadAddressablesOnSceneChange [get, set]
 Unload addressables when changing scenes.
 
- Events inherited from PixelCrushers.DialogueSystem.DialogueSystemController
System.Action receivedUpdateTracker = delegate { }
 Raised when the Dialogue System receives an UpdateTracker message to update the quest tracker HUD and quest log window.
 
TransformDelegate conversationStarted = delegate { }
 Raised when a conversation starts.
 
TransformDelegate conversationEnded = delegate { }
 Raised when a conversation ends.
 
System.Action stoppingAllConversations = delegate { }
 Raised when StopAllConversations() is called.
 
System.Action initializationComplete = delegate { }
 Raised when the Dialogue System has completely initialized, including loading the initial dialogue database and registering Lua functions.
 

Detailed Description

This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class.


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