▼NEasyTalk | |
▼NAnimation | |
CRotator | A component which can be used to automatically rotate an object around an axis over time |
CUIAnimator | The UIAnimator can be used to animate UI components with fading or sliding animations |
▼NController | |
CAreaDialogueController | Extends the standard DialogueController by adding functionality to either play dialogue automatically when a collider (such as a player) enters the trigger collider on the AreaDialogueController's GameObject, or sends a notification via the onPrompt UnityEvent to allow something else to determine whether the dialogue should play |
CAreaDialogueController2D | Extends the standard DialogueController by adding functionality to either play dialogue automatically when a collider (such as a player) enters the trigger collider on the AreaDialogueController's GameObject, or sends a notification via the onPrompt UnityEvent to allow something else to determine whether the dialogue should play |
CDialogueController | Controller for managing dialogue flow between a dialogue display and a dialogue node handler |
CDialogueListener | The DialogueListener class defines various methods which are called as certain events occur during dialogue playback. It can be extended in order to easily create new functionality which responds to dialogue events |
CEasyTalkGameState | The EasyTalkGameState is used to keep track of global settings used by the EasyTalk system during runtime |
CNodeHandler | This class is used to process a collection of linked nodes, such as a dialogue and handles all of the logic for moving from one node to the next, evaluating variable values, and sending messages (via callbacks) about what is happening in a dialogue as it is processed |
CNodeVariableValue | This class stores a node variable's name and value |
CNodeVariableValueCollection | This class is used to store a collection of node variable values |
▼NDisplay | |
►NStyle | |
CButtonStyleSettings | This class defines styling for dialogue buttons |
CCharacterNameStyle | This class defines styling for the character name panel |
CColorTheme | This class is used to define color schemes for changing the colors of dialogue displays |
CContinueDisplayStyle | This class is used to define style settings for a continue display |
CConversationDisplayStyle | This class is used to create styles for conversation displays |
CDialogueStyle | Defines a style which can be applied to a dialogue display |
CDialogueStyleManager | The DialogueStyleManager is used to modify the style of a Dialogue Display more easily than having to access individual components within the display |
CDirectionalOptionDisplayStyle | This class is used to define styling for a directional option display |
CFrameTheme | This class is used to define a frame style theme for dialogue displays |
CImageStyleSettings | This class defines styling for an image component |
COptionButtonStyle | This class defines styling for option panel dialogue button components |
COptionDisplayStyle | This class allows styling to be defined for an option display's components |
CTextStyleSettings | This class defines styling for text elements |
►CAbstractDialogueDisplay | This class is an abstract framework laying the foundation for a Dialogue Display |
CTextFontSettings | Internal class used to keep track of font and font size settings for standard text components used by a dialogue display |
CCharacterImage | Configuration class for mapping a character name to a sprite |
CCharacterImageDisplay | A UI component used to display a character image |
CContinueDisplay | This class is an implementation of a continue display, used to indicate to the player when they can continue during playback of dialogue |
CConversationDisplay | This is an implementation of a conversation display which is used to display lines of dialogue to a player in addition to the name of the character who is speaking if desired |
CConversationDisplayListener | Defines methods for conversation display listeners, which listen for changes to conversation displays |
CDialogueButton | This is an implementation of a button component used by the dialogue display system |
CDialogueDisplay | This is an implementation of a Dialogue Display which supports a conversation display (for displaying dialogue and character information), an option display (for displaying options to the player), and a continue display (for showing the player when they continue or skip ahead in the conversation) |
CDialogueInputHandler | This class implements the logic which handles player input controls for Dialogue Displays |
CDialogueOption | This class is a representation of a dialogue option presented to a player |
CDialoguePanel | The DialoguePanel is an abstract component which provides a set of core features for components/panels which make up a dialogue display. Specifically, this class provides functionality for showing and hiding a dialogue panel and handling the animation associated with those actions |
CDirectionalOptionDisplay | An implementation of a dialogue option display which allows each option to be attributes to a specific Vector2 direction |
CDirectionalOptionElement | A Directional Option Element establishes a link between a button and another image. When the button is highlighted, the corresponding image will be highlighted, etc.. In addition, the element allows for a custom direction to be defined for the element to be selected |
CLocalizableComponent | This interface defines methods for components which contain localizable Text components |
COptionDisplay | Extends upon the DialoguePanel class to create an abstract base implementation of a display for displaying dialogue options to a player |
COptionDisplayListener | Defines methods for option display listeners, which listen for changes to option displays |
COptionListDisplay | The OptionListDisplay is an implementation of an Option Display which displays an aligned collection of dialogue option buttons to the player |
CScrollableOptionDisplay | The ScrollableOptionDisplay is an implementation of an OptionListDisplay which is scrollable, so that it can display a virtually unlimited number of options |
CWorldspaceConversationDisplay | A conversation display which can be used on characters in 2D or 3D world space. The display can be set to automatically rotate to face a camera or other object |
▼NLocalization | |
CAutoTranslate | AutoTranslate is a component which can be placed on a GameObject with a text component. When used with an appropriate TranslationLibrary, it enables the text to be translated automatically whenever the language is changes on the EasyTalkGameState |
CLanguageFontOverride | A class used to map a language to a particular font |
CLanguageFontOverrides | This class is used to store information about the fonts to use for various languages |
CLocalizableLanguage | The LocalizableLanguage class is used to represent and store information pertaining to a specific localizable language |
CLocalizableLanguageSet | A set of localizable languages |
CTranslation | A Translation contains a string which is a translation of text into a specific language, as well as other secondary information about that translation |
CTranslationLibrary | Provides a collection of translations of text for various languages |
CTranslationSet | A TranslationSet contains lines of text which have been translated into a particular language |
▼NNodes | |
►NCommon | |
CConversationItem | An item representing a line of dialogue in a conversation node |
CConversationLine | This class is a representation of a line of dialogue in the EasyTalk dialogue system |
CConversationNode | A node which is used to store and handle lines of dialogue |
CEntryNode | A node which provides an entry point into a dialogue |
CExitNode | A node which provides an exit point for a dialogue |
COptionItem | Defines a dialogue option item |
COptionModifier | Defines the values set by an option modifier |
COptionModifierNode | A node which allows presented dialogue options to be modified during runtime |
COptionNode | A node which allows dialogue options to be presented to the player |
CStoryNode | A node used for writing story and implementing custom logic |
►NCore | |
CConditionalNode | An interface which defines methods for conditional nodes, that is, nodes which output a boolean value based on a condition, and choose an output path to continue the dialogue flow based on that boolean value |
CDialogueFlowNode | An interface which defines methods implemented by dialogue flow nodes, that is, nodes which contibute to the overall flow path of a dialogue |
CFunctionalNode | An interface which defines methods for nodes which output one or more values |
CListItem | The abstract base class for all item types which contained within dynamic list type nodes |
CListNode | A node which allows for a flexible number of items to be contained within it |
CNode | A base implementation of a dialogue node, from which all other nodes are derived |
CNodeConnection | The NodeConnection class is used to define a connection point (an input or output) for a node |
CNodeUtils | A utility class for performing common functions on dialogue nodes, such as creating and handling IDs for nodes and their components |
►NFlow | |
CJumpInNode | A node which allows the dialogue flow to jump into a point and continue after jumping from a jump-out node |
CJumpOutNode | A node whice allows the dialogue flow to jump from one point to a jump-in node |
CPathSelectorListItem | A dialogue flow path item for a path selector node |
CPathSelectorNode | A node which allows a dialogue flow path to be chosen based on the index of the path set on the node |
CPauseNode | A node which pauses dialogue playback when encountered |
CRandomItem | A dialogue flow path item for a random node |
CRandomNode | A node which allows a random dialogue flow path to be chosen when reached |
CSequenceItem | A dialogue flow path item for a sequence node |
CSequenceNode | A node which allows and ordered sequence of dialogue flow paths to be followed in order each time the node is processed |
CWaitNode | A node which waits for a period of time before allowing dialogue flow to continue |
►NLogic | |
CBuildStringNode | A node used to dynamically build a string during dialgoue playback |
CCompareNumbersNode | A conditional node which compares two numeric values, outputs the result of the comparison, and continues down the dialogue flow path attributed to the result |
CCompareStringsNode | A conditional node which compares two string values, outputs the result of the comparison, and continues down the dialogue flow path attributed to the result |
CConditionalValueNode | A node which chooses a value and sends it to its value output based on its current boolean value/input |
CLogicNode | A node which performs a boolean logic operation, outputs the boolean result, and continues down the dialogue flow path attributed to that result |
CMathNode | A node which performs a mathematical operation and sends the result to a numeric value output |
CStringItem | A string value item used in the 'build string' type node |
CTriggerScriptNode | A node for triggering script methods |
CValueSelectorListItem | Defines an item used in a value selector node |
CValueSelectorNode | A node for selecting and outputting a value based on a selected index |
►NTags | |
CDisplayTag | A node tag used to indicate whether an option should be presented to the player |
CKeyTag | A node tag used to pass along a custom key value which can be used by other scripts |
CNameTag | A node tag used to set the character name during dialogue playback |
CNodeTag | Base class implementation defining common features for node tags which modify how dialogue nodes are processed during gameplay |
CSelectableTag | A node tag which is used to set whether an option presented to the player is selectable or not |
CTargetTag | A node tag which is used to change the target conversation display for a line of dialogue |
CTMPTag | A class used to store TextMeshPro tag information |
CTranslateTag | A node tag used to specify whether text should be translated or not |
►NVariable | |
CGetVariableNode | A node which allows a variable value to be retrieved and passed into another node's value input |
CNodeVariable | The NodeVariable class is used to store information about a dialogue variable, such as its type, name, initial value, and current value |
CSetVariableNode | A node for setting variable values |
CVariableNode | A node for defining a variable |
CDialogue | Defines the structure for an EasyTalk Dialogue asset |
▼NSettings | |
CEasyTalkDialogueSettings | EasyTalk settings used during runtime |
▼NUtils | |
CComponentFontManager | This class is used to manage font updates on Text and TextMeshPro components, such as the font size to use and the font to use for a particular language |
CSetupUtils | Provides utility functions for correctly setting up prefabs and GameObjects in the scene |