Extends upon the DialoguePanel class to create an abstract base implementation of a display for displaying dialogue options to a player.
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| override void | Init () |
| | Initializes the panel by storing the original position.
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| void | SetOptions (List< DialogueOption > options) |
| | Setup the display to show the options specified.
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| List< DialogueButton > | GetOptionButtons () |
| | Returns a List containing all of the options buttons of the option display.
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| virtual bool | SelectNextOption () |
| | Selects the next option (relative to the currently selected one).
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| virtual bool | SelectPreviousOption () |
| | Selects the previous option (relative to the currently selected one).
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| virtual bool | SelectOptionInDirection (Vector2 direction) |
| | Selected the option corresponding to the specified direction and returns the option index of it. This is typically used for selecting options using a joystick, d-pad, or arrow keys.
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| int | GetSelectedOption () |
| | Returns the index of the option currently selected.
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| void | ActivateButtons () |
| | Activates the buttons used for selecting options.
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| void | DeactivateButtons () |
| | Deactivates the buttons used for selecting options.
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| virtual void | TranslateOptions (DialogueController controller) |
| | Translates the text of each Dialogue Button in the option display based on the current language set on EasyTalkGameState.Instance.Language.
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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 | onOptionsSet = new UnityEvent() |
| | An event which is triggered when the presented options are updated.
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| UnityEvent | onOptionSelected = new UnityEvent() |
| | An event which is triggered when the player selects (highlights) an option.
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| UnityEvent | onOptionChanged = new UnityEvent() |
| | An event which is triggered when the player changes the selection from one option to another.
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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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| virtual void | ReadyOptions () |
| | Make options available and ready for player interactions, reset the display for each option, and highlight the default/selected option.
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| void | OptionChosen () |
| | This method should be called whenever an option is finalized as the choice the player wants to make. It will call the callback methods assigned to the onOptionChosen delegate.
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| virtual void | OnOptionsSet (List< DialogueOption > options) |
| | Calls the OnOptionsSet() method on all Option Display Listeners registered with the Option Display.
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| virtual void | OptionSelected (DialogueOption option) |
| | Calls the OnOptionSelected() method on all Option Display Listeners registered with the Option Display.
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| virtual void | OptionChanged (DialogueOption oldOption, DialogueOption newOption) |
| | Calls the OnOptionChanged() method on all Option Display Listeners registered with the Option Display.
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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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| virtual void | OnShowStart () |
| | Callback for when the panel begines to be shown.
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| virtual void | OnShowComplete () |
| | Callback for when the panel is finished being shown (when all animations are complete).
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| virtual void | OnHideStart () |
| | Callback for when the panel begins to be hidden.
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| virtual void | OnHideComplete () |
| | Callback for when the panel has finished being hidden (when all animations are complete).
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Extends upon the DialoguePanel class to create an abstract base implementation of a display for displaying dialogue options to a player.