This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class. More...
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< ActiveConversationRecord > | activeConversations [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. | |
This wrapper class keeps references intact if you switch between the compiled assembly and source code versions of the original class.