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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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.
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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 () |
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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 | OnExecuteAsyncNode (AsyncNode node) |
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virtual void | OnWaitingForNodeEvaluation (Node asyncNode) |
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virtual void | OnNodeEvaluationCompleted (Node asyncNode) |
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Image | BackgroundImage [get, set] |
| Gets or sets the background image of the display.
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Text | StandardText [get, set] |
| Gets or sets the standard Unity Text component of the display.
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string | DisplayID [get, set] |
| Gets or sets the Display ID of the panel.
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bool | IsHidden [get] |
| Gets whether the panel is currently hidden.
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Vector3 | OriginalPosition [get] |
| Gets the original position of the panel.
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UIAnimator.Animation | AnimationType [get, set] |
| Gets or sets the animation type used for showing and hiding the panel.
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bool | OverrideFontSizes [get, set] |
| Gets or sets whether the component should override the default font sizes.
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LanguageFontOverrides | LanguageFontOverrides [get, set] |
| Gets or sets the LanguageFontOverrides to use on the component.
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int | MinFontSize [get, set] |
| Gets or sets the minimum font size to use on the component.
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int | MaxFontSize [get, set] |
| Gets or sets the maximum font size to use on the component.
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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() |
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UnityEvent | onWaitingForNodeCompletion = new UnityEvent() |
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UnityEvent | onNodeEvaluationCompleted = new UnityEvent() |
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IEnumerator | SlideDisplayOut (bool deactivateAfterSlide=true) |
| Asynchronously slides the display out of its Canvas' bounds.
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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.
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IEnumerator | FadeDisplayIn () |
| Asynchronously fades the display and all of its child text and image components in to their original transparency values.
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IEnumerator | FadeDisplayOut (bool deactivateAfterFade=true) |
| Asynchronously fades the display and all of its child text and image components out to be completely transparent.
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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.