This script provides a bridge between plyGame data and the Dialogue System's Lua environment.
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bool | syncAttributes = true |
| Set true to synchronize the actor's class attributes with the Lua Actor[] table.
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bool | syncFactions = true |
| Set true to synchronize the actor's faction values with the Lua Actor[] table.
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bool | syncSkills = true |
| Set true to synchronize the actor's skill values with the Lua Actor[] table.
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bool | syncItems = true |
| Set true to synchronize the actor's itemBag with the Lua Item[] table.
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string | GetPlyVarValue (plyBloxKit.plyVar plyVar) |
| Gets a plyVar value as a Lua-compatible string (i.e., adding quotes if necessary).
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This script provides a bridge between plyGame data and the Dialogue System's Lua environment.
The ConversationController component uses this bridge if it's present on the actor.
◆ Awake()
virtual void PixelCrushers.DialogueSystem.plyGame.plyGameBridge.Awake |
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◆ GetPlyVarValue()
string PixelCrushers.DialogueSystem.plyGame.plyGameBridge.GetPlyVarValue |
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plyBloxKit::plyVar |
plyVar | ) |
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inlineprotected |
Gets a plyVar value as a Lua-compatible string (i.e., adding quotes if necessary).
- Returns
- The ply variable value.
- Parameters
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◆ SyncAttributesFromLua()
void PixelCrushers.DialogueSystem.plyGame.plyGameBridge.SyncAttributesFromLua |
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inline |
Syncs the Lua attribute values to back to plyGame.
◆ SyncAttributesToLua()
void PixelCrushers.DialogueSystem.plyGame.plyGameBridge.SyncAttributesToLua |
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Syncs the actor's plyGame attributes to Lua.
In Lua, they will be in the form (example): Actor["Player"].Health_Value Actor["Player"].Health_CurrentValue
◆ SyncFactionsFromLua()
void PixelCrushers.DialogueSystem.plyGame.plyGameBridge.SyncFactionsFromLua |
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inline |
Syncs the Lua faction values back to plyGame.
◆ SyncFactionsToLua()
void PixelCrushers.DialogueSystem.plyGame.plyGameBridge.SyncFactionsToLua |
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inline |
Syncs the actor's faction values to Lua.
In Lua they will be in the form (example): Actor["Player"].Faction_factionIdent_variableIdent
◆ SyncFromLua()
virtual void PixelCrushers.DialogueSystem.plyGame.plyGameBridge.SyncFromLua |
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inlinevirtual |
Syncs Lua data to plyGame.
◆ SyncItemsFromLua()
void PixelCrushers.DialogueSystem.plyGame.plyGameBridge.SyncItemsFromLua |
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inline |
Syncs the Lua item data back to plyGame.
◆ SyncItemsToLua()
void PixelCrushers.DialogueSystem.plyGame.plyGameBridge.SyncItemsToLua |
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inline |
Syncs the actor's ItemBag items to Lua.
In Lua they will use: Actor["Player"].Currency Actor["Player"].CurrWeight Item["itemIdent"].Count
◆ SyncSkillsFromLua()
void PixelCrushers.DialogueSystem.plyGame.plyGameBridge.SyncSkillsFromLua |
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inline |
Syncs the Lua skill values back to plyGame.
◆ SyncSkillsToLua()
void PixelCrushers.DialogueSystem.plyGame.plyGameBridge.SyncSkillsToLua |
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inline |
Syncs the actor's skills to Lua.
In Lua they will be in the form (example): Actor["Player"].Skill_skillIdent
◆ SyncToLua()
virtual void PixelCrushers.DialogueSystem.plyGame.plyGameBridge.SyncToLua |
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inlinevirtual |
Syncs plyGame data to Lua.
◆ syncAttributes
bool PixelCrushers.DialogueSystem.plyGame.plyGameBridge.syncAttributes = true |
Set true
to synchronize the actor's class attributes with the Lua Actor[] table.
◆ syncFactions
bool PixelCrushers.DialogueSystem.plyGame.plyGameBridge.syncFactions = true |
Set true
to synchronize the actor's faction values with the Lua Actor[] table.
◆ syncItems
bool PixelCrushers.DialogueSystem.plyGame.plyGameBridge.syncItems = true |
Set true
to synchronize the actor's itemBag with the Lua Item[] table.
◆ syncSkills
bool PixelCrushers.DialogueSystem.plyGame.plyGameBridge.syncSkills = true |
Set true
to synchronize the actor's skill values with the Lua Actor[] table.
The documentation for this class was generated from the following file:
- C:/Dev/Dialogue System/Dev/Integration2/plyGame Integration/Assets/Pixel Crushers/Dialogue System/Third Party Support/plyGame Support/Scripts/Conversation Controller/plyGameBridge.cs