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.
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bool | PointAtTransform [get, set] |
| Gets or sets whether the conversation display should automatically look at a transform location.
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Transform | LookAt [get, set] |
| Gets or sets the transform that the conversation display should point toward whenever pointAtTransform is set to true.
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Text | StandardCharacterNameText [get, set] |
| Gets or sets the standard Unity Text component of the display for the character name.
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Image | CharacterNameBackgroundImage [get] |
| Gets the image used for the character name panel.
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Text | StandardConvoText [get, set] |
| Gets or sets the standard Unity Text component of the display.
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List< Image > | ConversationPanelImages [get] |
| Gets the List of images used for the conversation display panel.
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TextDisplayMode | TextPresentationMode [get, set] |
| Gets or sets the display mode used for dialogue text.
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float | WordsPerSecond [get, set] |
| Gets or sets the number of words per second to display when displaying dialogue in BY_WORD mode.
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float | CharactersPerSecond [get, set] |
| Gets or sets the number of characters per second to display when displaying dialogue in BY_CHARACTER mode.
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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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enum | TextDisplayMode { FULL
, BY_WORD
, BY_CHARACTER
} |
| Defines possible modes for displaying dialogue text. More...
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void | ShowConversationText () |
| Activates the conversation text.
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virtual void | HideConversationText () |
| Deactivates the conversation text.
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void | ShowCharacterName () |
| Activates the character name text.
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virtual void | HideCharacterName () |
| Deactivates the character name text.
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void | SetConversationText (string text) |
| Sets the value of the conversation display dialogue text element.
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void | AppendText (string text) |
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IEnumerator | SetConversationText (ConversationLine line) |
| Asynchronously sets the conversation display's dialogue text based on the text display mode to the text of the line of dialogue provided.
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IEnumerator | SetConversationTextAsync (string text, float delay=0.0f) |
| Asynchronously sets the displayed dialogue text based on the text display mode set on this conversation display. The delay is used to sync the timing of the text with the total time alloted to the line of dialogue (applies when the dialogue controller is in AUTOPLAY mode).
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void | SetCharacterName (string characterName, string sourceName) |
| Sets the character name text to display the provided character name.
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void | Reset () |
| Resets the conversation display by setting the character name and conversation text to blank values.
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virtual void | TranslateText (DialogueController controller) |
| Translates the conversation text and character name based on the current language set on EasyTalkGameState.Instance.Language.
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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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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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UnityEvent | onCharacterNameUpdated = new UnityEvent() |
| An event which is triggered when the character name is updated.
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UnityEvent | onConversationTextUpdated = new UnityEvent() |
| An event which is triggered when the covnersation text is updated.
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UnityEvent | onReset = new UnityEvent() |
| An event which is triggered whenever the display is cleared out, meaning the conversation text and character name are set to empty strings.
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ConversationLine | currentLine |
| The current line of dialogue being displayed by the conversation display.
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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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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.