EasyTalk API
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EasyTalk.Display.ContinueDisplay Class Reference

This class is an implementation of a continue display, used to indicate to the player when they can continue during playback of dialogue. More...

Inherits EasyTalk.Display.DialoguePanel.

Public Member Functions

void OnHideDisplay ()
 Called whenever the display is being hidden. If the continue display has a DialogueButton component, it is set to be non-interactable, meaning the player cannot click on or interact with the button.
 
- Public Member Functions inherited from EasyTalk.Display.DialoguePanel
virtual void Init ()
 Initializes the panel by storing the original position.
 
void Activate ()
 Sets the panel to be active, and recursively sets all parent game objects to be active.
 
void Deactivate ()
 Makes the panel inactive.
 
bool ForceStandardText ()
 
IEnumerator WaitForAnimation ()
 Asynchronously waits for the currently running animation on this panel to complete.
 
virtual void Hide (bool deactivateAfterHide=true)
 Hides the panel.
 
void HideImmediately (bool deactivateAfterHide=true)
 Hides the panel immediately (doesn't use a transition animation).
 
void ShowImmediately ()
 Shows the panel immediately (doesn't use a transition animation).
 
virtual void Show ()
 Shows the panel.
 
- Public Member Functions inherited from EasyTalk.Controller.DialogueListener
virtual void OnContinue ()
 Called whenever the dialogue continues on to the next line.
 
virtual void OnDisplayOptions (List< DialogueOption > options)
 Called whenever dialogue options are to be presented.
 
virtual void OnOptionChosen (DialogueOption option)
 Called whenever an option is chosen from the currently presented list of options.
 
virtual void OnDisplayLine (ConversationLine conversationLine)
 Called when a line of dialogue is to be presented.
 
virtual void OnDialogueEntered (string entryPointName)
 Called whenever a dialogue is entered (when playback begins).
 
virtual void OnDialogueExited (string exitPointName)
 Called whenever a dialogue is exited (when playback ends).
 
virtual void OnExitCompleted ()
 Called at least one frame after a dialogue is exited.
 
virtual void OnStory (string storyText)
 Called whenever a story node is encountered.
 
virtual void OnVariableUpdated (string variableName, object value)
 Called whenever a dialogue variable value is updated.
 
virtual void OnCharacterChanged (string oldCharacterName, string newCharacterName)
 Called whenever a character change is detected.
 
virtual void OnAudioStarted (ConversationLine line)
 Called whenever audio starts playing for a line of dialogue.
 
virtual void OnAudioCompleted (ConversationLine line, bool forceStopped)
 Called whenever audio stops playing for a line of dialogue.
 
virtual void OnActivateKey (string key)
 Called whenever a key tag is present in a line of dialogue.
 
virtual void Wait (float timeInSeconds)
 Called whenever the dialogue encounters a wait node.
 
virtual void OnConversationEnding (ConversationLine line, Node nextNode)
 Called whenever the last line of dialogue in a conversation node is reached.
 
virtual void OnNodeChanged (Node node)
 Called whenever dialogue playback moves to the next node.
 
virtual void OnPause (string signal)
 Called whenever a pause node is reached during dialogue playback.
 
virtual void OnExecuteAsyncNode (AsyncNode node)
 
virtual void OnWaitingForNodeEvaluation (Node asyncNode)
 
virtual void OnNodeEvaluationCompleted (Node asyncNode)
 

Properties

Image BackgroundImage [get, set]
 Gets or sets the background image of the display.
 
Text StandardText [get, set]
 Gets or sets the standard Unity Text component of the display.
 
- Properties inherited from EasyTalk.Display.DialoguePanel
string DisplayID [get, set]
 Gets or sets the Display ID of the panel.
 
bool IsHidden [get]
 Gets whether the panel is currently hidden.
 
Vector3 OriginalPosition [get]
 Gets the original position of the panel.
 
UIAnimator.Animation AnimationType [get, set]
 Gets or sets the animation type used for showing and hiding the panel.
 
bool OverrideFontSizes [get, set]
 Gets or sets whether the component should override the default font sizes.
 
LanguageFontOverrides LanguageFontOverrides [get, set]
 Gets or sets the LanguageFontOverrides to use on the component.
 
int MinFontSize [get, set]
 Gets or sets the minimum font size to use on the component.
 
int MaxFontSize [get, set]
 Gets or sets the maximum font size to use on the component.
 
- Properties inherited from EasyTalk.Display.LocalizableComponent

Private Member Functions

void Awake ()
 Initializes and hides the display on awake.
 
void ResetButton ()
 Resets the button to normal display mode.
 
void EnableButton ()
 If the continue display has a DialogueButton component, calling this method will make it interactable so that the player can interact with it with the mouse.
 
void DisableButton ()
 If the continue display has a DialogueButton component, calling this method will make it non-interactable so that it can not be interacted with by the player/mouse.
 
void OnDisplayShown ()
 Called whenever the display finishes being shown. IF the continue display has a DialogueButton component, it is set to be interactable, meaning the player can click on or interact with the button.
 

Private Attributes

Image backgroundImage
 The background image of the continue display.
 
Text text
 The text of the continue display.
 

Additional Inherited Members

- Public Attributes inherited from EasyTalk.Display.DialoguePanel
UnityEvent onHideStart = new UnityEvent()
 An event which is triggered whenever the panel starts being hidden.
 
UnityEvent onHideComplete = new UnityEvent()
 An event which is triggered whenever the panel has finished transitioning to a hidden state.
 
UnityEvent onShowStart = new UnityEvent()
 An event which is triggered whenever the panel starts being shown.
 
UnityEvent onShowComplete = new UnityEvent()
 An event which is triggered whenever the panel has finished transitioning to a shown state.
 
- Public Attributes inherited from EasyTalk.Controller.DialogueListener
bool debugEnabled = false
 When set to true, debug logging will be shown for each method called on the listener.
 
UnityEvent onContinue = new UnityEvent()
 An event which is triggered whenever the dialogue continues.
 
UnityEvent onDisplayOptions = new UnityEvent()
 An event which is triggered whenever options are to be displayed to the player.
 
UnityEvent onOptionChosen = new UnityEvent()
 An event which is triggered whenever the player chooses an option.
 
UnityEvent onDisplayLine = new UnityEvent()
 An event which is triggered whenever a line of dialogue is to be displayed.
 
UnityEvent onDialogueEntered = new UnityEvent()
 An event which is triggered whenever dialogue playback begins.
 
UnityEvent onDialogueExited = new UnityEvent()
 An event which is triggered whenever dialogue playback ends.
 
UnityEvent onExitCompleted = new UnityEvent()
 An event which is triggered one frame after dialogue playback ends.
 
UnityEvent onStory = new UnityEvent()
 An event which is triggered whenever a story node is encountered.
 
UnityEvent onVariableUpdated = new UnityEvent()
 An event which is triggered whenever a dialogue variable value is updated.
 
UnityEvent onCharacterChanged = new UnityEvent()
 An event which is triggered whenever a character name change is detected.
 
UnityEvent onAudioStarted = new UnityEvent()
 An event which is triggered whenever dialogue audio starts playing.
 
UnityEvent onAudioCompleted = new UnityEvent()
 An event which is triggered whenever dialogue audio finishes playing.
 
UnityEvent onActivateKey = new UnityEvent()
 An event which is triggered whenever a key is to be processed on a dialogue.
 
UnityEvent onWait = new UnityEvent()
 An event which is triggered whenever a dialogue starts waiting for a certain period of time before continuing.
 
UnityEvent onConversationEnding = new UnityEvent()
 An event which is triggered whenever the last line of dialogue in a conversation node is reached.
 
UnityEvent onNodeChanged = new UnityEvent()
 An event which is triggered whenever a the dialogue flows from one node to another.
 
UnityEvent onPause = new UnityEvent()
 An event which is triggered whenever the dialogue reaches a pause node, pausing and waiting for Continue() to be called.
 
UnityEvent onExecuteAsyncNode = new UnityEvent()
 
UnityEvent onWaitingForNodeCompletion = new UnityEvent()
 
UnityEvent onNodeEvaluationCompleted = new UnityEvent()
 
- Protected Member Functions inherited from EasyTalk.Display.DialoguePanel
IEnumerator SlideDisplayOut (bool deactivateAfterSlide=true)
 Asynchronously slides the display out of its Canvas' bounds.
 
IEnumerator SlideDisplayIn ()
 Asynchronously slides the display into its Canvas' bounds. If returnToOriginalPosition is set to true, then the panel will slide to its original position.
 
IEnumerator FadeDisplayIn ()
 Asynchronously fades the display and all of its child text and image components in to their original transparency values.
 
IEnumerator FadeDisplayOut (bool deactivateAfterFade=true)
 Asynchronously fades the display and all of its child text and image components out to be completely transparent.
 
- Protected Attributes inherited from EasyTalk.Display.DialoguePanel
bool forceStandardText = false
 Whether the Display uses standard Text components rather than TextMeshPro components, even with TextMeshPro installed.
 
Vector3 originalPosition = Vector3.zero
 The original position of the panel.
 
bool isHidden = false
 Whether the panel is currently hidden.
 

Detailed Description

This class is an implementation of a continue display, used to indicate to the player when they can continue during playback of dialogue.

Member Function Documentation

◆ Awake()

void EasyTalk.Display.ContinueDisplay.Awake ( )
private

Initializes and hides the display on awake.

◆ DisableButton()

void EasyTalk.Display.ContinueDisplay.DisableButton ( )
private

If the continue display has a DialogueButton component, calling this method will make it non-interactable so that it can not be interacted with by the player/mouse.

◆ EnableButton()

void EasyTalk.Display.ContinueDisplay.EnableButton ( )
private

If the continue display has a DialogueButton component, calling this method will make it interactable so that the player can interact with it with the mouse.

◆ OnDisplayShown()

void EasyTalk.Display.ContinueDisplay.OnDisplayShown ( )
private

Called whenever the display finishes being shown. IF the continue display has a DialogueButton component, it is set to be interactable, meaning the player can click on or interact with the button.

◆ OnHideDisplay()

void EasyTalk.Display.ContinueDisplay.OnHideDisplay ( )

Called whenever the display is being hidden. If the continue display has a DialogueButton component, it is set to be non-interactable, meaning the player cannot click on or interact with the button.

◆ ResetButton()

void EasyTalk.Display.ContinueDisplay.ResetButton ( )
private

Resets the button to normal display mode.

Member Data Documentation

◆ backgroundImage

Image EasyTalk.Display.ContinueDisplay.backgroundImage
private

The background image of the continue display.

◆ text

Text EasyTalk.Display.ContinueDisplay.text
private

The text of the continue display.

Property Documentation

◆ BackgroundImage

Image EasyTalk.Display.ContinueDisplay.BackgroundImage
getset

Gets or sets the background image of the display.

◆ StandardText

Text EasyTalk.Display.ContinueDisplay.StandardText
getset

Gets or sets the standard Unity Text component of the display.