This class is an implementation of a continue display, used to indicate to the player when they can continue during playback of dialogue.
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| virtual void | Init () |
| | Initializes the panel by storing the original position.
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| void | Activate () |
| | Sets the panel to be active, and recursively sets all parent game objects to be active.
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| void | Deactivate () |
| | Makes the panel inactive.
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| bool | ForceStandardText () |
| | Returns whether or not the panel should force standard text component usage, even when TextMesh Pro is available.
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| IEnumerator | WaitForAnimation () |
| | Asynchronously waits for the currently running animation on this panel to complete.
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| virtual void | Hide (bool deactivateAfterHide=true) |
| | Hides the panel.
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| void | HideImmediately (bool deactivateAfterHide=true) |
| | Hides the panel immediately (doesn't use a transition animation).
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| void | ShowImmediately () |
| | Shows the panel immediately (doesn't use a transition animation).
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| virtual void | Show () |
| | Shows the panel.
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| virtual void | OnContinue () |
| | Called whenever the dialogue continues on to the next line.
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| virtual void | OnDisplayOptions (List< DialogueOption > options) |
| | Called whenever dialogue options are to be presented.
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| virtual void | OnOptionChosen (DialogueOption option) |
| | Called whenever an option is chosen from the currently presented list of options.
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| virtual void | OnDisplayLine (ConversationLine conversationLine) |
| | Called when a line of dialogue is to be presented.
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| virtual void | OnDialogueEntered (string entryPointName) |
| | Called whenever a dialogue is entered (when playback begins).
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| virtual void | OnDialogueExited (string exitPointName) |
| | Called whenever a dialogue is exited (when playback ends).
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| virtual void | OnExitCompleted () |
| | Called at least one frame after a dialogue is exited.
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| virtual void | OnStory (string storyText) |
| | Called whenever a story node is encountered.
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| virtual void | OnVariableUpdated (string variableName, object value) |
| | Called whenever a dialogue variable value is updated.
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| virtual void | OnCharacterChanged (string oldCharacterName, string newCharacterName) |
| | Called whenever a character change is detected.
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| virtual void | OnAudioStarted (ConversationLine line) |
| | Called whenever audio starts playing for a line of dialogue.
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| virtual void | OnAudioCompleted (ConversationLine line, bool forceStopped) |
| | Called whenever audio stops playing for a line of dialogue.
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| virtual void | OnActivateKey (string key) |
| | Called whenever a key tag is present in a line of dialogue.
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| virtual void | Wait (float timeInSeconds) |
| | Called whenever the dialogue encounters a wait node.
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| virtual void | OnConversationEnding (ConversationLine line, Node nextNode) |
| | Called whenever the last line of dialogue in a conversation node is reached.
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| virtual void | OnNodeChanged (Node node) |
| | Called whenever dialogue playback moves to the next node.
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| virtual void | OnPause (string signal) |
| | Called whenever a pause node is reached during dialogue playback.
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| virtual void | OnAppendText (string text) |
| | Called whenever text is to be appended to the current dialogue's conversation text.
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| virtual void | OnExecuteAsyncNode (AsyncNode node) |
| | Called whenever an async node is encountered and needs some external class to handle its execution.
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| virtual void | OnWaitingForNodeEvaluation (Node asyncNode) |
| | Called just before an asynchronous node is executed to notify listeners that the dialogue is about to enter a waiting state.
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| virtual void | OnNodeEvaluationCompleted (Node asyncNode) |
| | Called whenever an asynchronous node's evaluation/execution has been commpleted.
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| UnityEvent | onHideStart = new UnityEvent() |
| | An event which is triggered whenever the panel starts being hidden.
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| UnityEvent | onHideComplete = new UnityEvent() |
| | An event which is triggered whenever the panel has finished transitioning to a hidden state.
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| UnityEvent | onShowStart = new UnityEvent() |
| | An event which is triggered whenever the panel starts being shown.
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| UnityEvent | onShowComplete = new UnityEvent() |
| | An event which is triggered whenever the panel has finished transitioning to a shown state.
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| bool | debugEnabled = false |
| | When set to true, debug logging will be shown for each method called on the listener.
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| UnityEvent | onContinue = new UnityEvent() |
| | An event which is triggered whenever the dialogue continues.
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| UnityEvent | onDisplayOptions = new UnityEvent() |
| | An event which is triggered whenever options are to be displayed to the player.
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| UnityEvent | onOptionChosen = new UnityEvent() |
| | An event which is triggered whenever the player chooses an option.
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| UnityEvent | onDisplayLine = new UnityEvent() |
| | An event which is triggered whenever a line of dialogue is to be displayed.
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| UnityEvent | onDialogueEntered = new UnityEvent() |
| | An event which is triggered whenever dialogue playback begins.
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| UnityEvent | onDialogueExited = new UnityEvent() |
| | An event which is triggered whenever dialogue playback ends.
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| UnityEvent | onExitCompleted = new UnityEvent() |
| | An event which is triggered one frame after dialogue playback ends.
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| UnityEvent | onStory = new UnityEvent() |
| | An event which is triggered whenever a story node is encountered.
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| UnityEvent | onVariableUpdated = new UnityEvent() |
| | An event which is triggered whenever a dialogue variable value is updated.
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| UnityEvent | onCharacterChanged = new UnityEvent() |
| | An event which is triggered whenever a character name change is detected.
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| UnityEvent | onAudioStarted = new UnityEvent() |
| | An event which is triggered whenever dialogue audio starts playing.
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| UnityEvent | onAudioCompleted = new UnityEvent() |
| | An event which is triggered whenever dialogue audio finishes playing.
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| UnityEvent | onActivateKey = new UnityEvent() |
| | An event which is triggered whenever a key is to be processed on a dialogue.
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| UnityEvent | onWait = new UnityEvent() |
| | An event which is triggered whenever a dialogue starts waiting for a certain period of time before continuing.
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| UnityEvent | onConversationEnding = new UnityEvent() |
| | An event which is triggered whenever the last line of dialogue in a conversation node is reached.
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| UnityEvent | onNodeChanged = new UnityEvent() |
| | An event which is triggered whenever a the dialogue flows from one node to another.
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| UnityEvent | onPause = new UnityEvent() |
| | An event which is triggered whenever the dialogue reaches a pause node, pausing and waiting for Continue() to be called.
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| UnityEvent | onExecuteAsyncNode = new UnityEvent() |
| | An event which is triggered whenever an asynchronous node must be processed.
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| UnityEvent | onAppendText = new UnityEvent() |
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| UnityEvent | onWaitingForNodeCompletion = new UnityEvent() |
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| UnityEvent | onNodeEvaluationCompleted = new UnityEvent() |
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| bool | forceStandardText = false |
| | Whether the Display uses standard Text components rather than TextMeshPro components, even with TextMeshPro installed.
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| Vector3 | originalPosition = Vector3.zero |
| | The original position of the panel.
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| bool | isHidden = false |
| | Whether the panel is currently hidden.
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This class is an implementation of a continue display, used to indicate to the player when they can continue during playback of dialogue.