EasyTalk API
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EasyTalk.Nodes.Utility.HideNode Class Reference

A node which is used to hide Dialogue Panels and Character portrayals during dialogue playback. More...

Inheritance diagram for EasyTalk.Nodes.Utility.HideNode:
EasyTalk.Nodes.Core.ListNode EasyTalk.Nodes.Core.DialogueFlowNode EasyTalk.Nodes.Core.AsyncNode EasyTalk.Nodes.Core.Node

Public Member Functions

 HideNode ()
 Creates a new Hide node.
 
void Reset ()
 Used to reset an async node after it has completed execution.
 
void Execute (NodeHandler nodeHandler, Dictionary< int, object > nodeValues, GameObject convoOwner=null)
 Hands execution over to the NodeHandler, which should send a signal for the node to be handled externally.
Parameters
nodeHandlerThe NodeHandler processing the node.
nodeValuesA mapping of input/output and node IDs to values attributed to those IDs.
convoOwnerThe current conversation owner.

 
void ExecutionCompleted ()
 Must be called whenever a node is finished being processed. The node should typically let the NodeHandler know that it has finished execution in this method.
 
NodeConnection GetFlowInput ()
 Returns the dialogue flow input for the node.
Returns
The dialogue flow input for the node.

 
NodeConnection GetFlowOutput ()
 Returns the dialogue flow output for the node.
Returns
The dialogue flow output for the node.

 
void Interrupt ()
 Interrupts the execution of the node, if it is skippable.
 
bool IsExecutionComplete ()
 Returns whether or not the node has finished being processed/used.
Returns

 
bool IsSkippable ()
 Returns whether or not the node can be skipped before processing has been completed.
Returns

 
- Public Member Functions inherited from EasyTalk.Nodes.Core.ListNode
 ListNode ()
 Creates a new ListNode.
 
virtual void AddItem (ListItem item)
 Adds the specified item to this node's List of items.
 
void RemoveItem (ListItem item)
 Removes the specified item from this node's List of items.
 
void RemoveItem (int index)
 Removes the item at the specified index from this node.
 
void RemoveAllItems ()
 Removes all items from the node.
 
- Public Member Functions inherited from EasyTalk.Nodes.Core.Node
void AddInput (NodeConnection input)
 Adds the provided input connection to the node's inputs.
 
void AddOutput (NodeConnection output)
 Adds the provided output connection to the node's outputs.
 
NodeConnection AddInput (InputOutputType connectionType)
 Adds a new input connection of the specified type to the node's inputs.
 
NodeConnection AddOutput (InputOutputType connectionType)
 Adds a new output connection of the specified type to the node's outputs.
 
NodeConnection FindOutputOfType (InputOutputType outputType)
 Finds the first output which matches the specified output type.
 
NodeConnection FindInputOfType (InputOutputType inputType)
 Finds the first input which matches the specified input type.
 
bool HasConnectedInputs ()
 Returns true if this node has inputs which are connected to other node outputs.
 
bool HasConnectedOutputs ()
 Returns true if this node has outputs which are connected to other node inputs.
 
List< int > FindDependencyOutputIDs ()
 Finds and returns a List of all output IDs which are connected to this node's value (non-dialogue-flow) inputs.
 
string GetJSON ()
 Returns a JSON string representation of the node.
 

Properties

AsyncCompletionMode AsyncCompletionMode [get]
 Returns the AsyncCompletion mode of the node.
 
bool IsExecutingFromDialogueFlow [get, set]
 Returns whether or not the node is being processed along the normal dialogue flow path, rather than back/forward value propagation.
 
- Properties inherited from EasyTalk.Nodes.Core.ListNode
List< ListItemItems [get, set]
 Gets or sets the List of items in this node.
 
- Properties inherited from EasyTalk.Nodes.Core.Node
int ID [get, set]
 Gets or sets the node ID.
 
string NodeTypeString [get, set]
 Gets or sets the node type string.
 
float XPosition [get, set]
 Gets or sets the X position of the node.
 
float YPosition [get, set]
 Gets or sets the Y position of the node.
 
string Name [get, set]
 Gets or sets the name of the node.
 
float Width [get, set]
 Gets or sets the width of the node.
 
float Height [get, set]
 Gets or sets the height of the node.
 
NodeType NodeType [get, set]
 Gets or sets the node type.
 
List< NodeConnectionInputs [get, set]
 Gets or sets the List of input connections of the node.
 
List< NodeConnectionOutputs [get, set]
 Gets or sets the List of output connections of the node.
 
- Properties inherited from EasyTalk.Nodes.Core.AsyncNode

Private Attributes

bool isExecutionComplete = false
 Whether or not execution is completed on the node.
 
NodeHandler nodeHandler = null
 The NodeHandler used to process the node.
 
bool isExecutingFromDialogueFlow = true
 Indicates whether the node is being executed along the normal dialogue flow path, rather than via back/forward value propagation.
 

Additional Inherited Members

- Static Public Member Functions inherited from EasyTalk.Nodes.Core.Node
static Node Deserialize (string json)
 Deserializes a Node from the specified JSON string.
 
- Protected Member Functions inherited from EasyTalk.Nodes.Core.Node
List< NodeConnectionFindFlowInputs ()
 Finds and returns a List of all inputs which are dialogue flow inputs.
 
List< NodeConnectionFindFlowOutputs ()
 Finds and returns a List of all outputs which are dialogue flow outputs.
 
- Protected Attributes inherited from EasyTalk.Nodes.Core.ListNode
List< ListItemitems = new List<ListItem>()
 The items in the node.
 
- Protected Attributes inherited from EasyTalk.Nodes.Core.Node
int nodeId = NodeUtils.NextID()
 The ID of the node.
 
string name
 The name of the node.
 
NodeType nodeType
 The type of the node.
 
List< NodeConnectioninputs = new List<NodeConnection>()
 A List of input connections of the node.
 
List< NodeConnectionoutputs = new List<NodeConnection>()
 A List of output connections of the node.
 

Detailed Description

A node which is used to hide Dialogue Panels and Character portrayals during dialogue playback.

Constructor & Destructor Documentation

◆ HideNode()

EasyTalk.Nodes.Utility.HideNode.HideNode ( )

Creates a new Hide node.

Member Function Documentation

◆ Execute()

void EasyTalk.Nodes.Utility.HideNode.Execute ( NodeHandler nodeHandler,
Dictionary< int, object > nodeValues,
GameObject convoOwner = null )

Hands execution over to the NodeHandler, which should send a signal for the node to be handled externally.

Parameters
nodeHandlerThe NodeHandler processing the node.
nodeValuesA mapping of input/output and node IDs to values attributed to those IDs.
convoOwnerThe current conversation owner.

Implements EasyTalk.Nodes.Core.AsyncNode.

◆ ExecutionCompleted()

void EasyTalk.Nodes.Utility.HideNode.ExecutionCompleted ( )

Must be called whenever a node is finished being processed. The node should typically let the NodeHandler know that it has finished execution in this method.

Implements EasyTalk.Nodes.Core.AsyncNode.

◆ GetFlowInput()

NodeConnection EasyTalk.Nodes.Utility.HideNode.GetFlowInput ( )

Returns the dialogue flow input for the node.

Returns
The dialogue flow input for the node.

Implements EasyTalk.Nodes.Core.DialogueFlowNode.

◆ GetFlowOutput()

NodeConnection EasyTalk.Nodes.Utility.HideNode.GetFlowOutput ( )

Returns the dialogue flow output for the node.

Returns
The dialogue flow output for the node.

Implements EasyTalk.Nodes.Core.DialogueFlowNode.

◆ Interrupt()

void EasyTalk.Nodes.Utility.HideNode.Interrupt ( )

Interrupts the execution of the node, if it is skippable.

Implements EasyTalk.Nodes.Core.AsyncNode.

◆ IsExecutionComplete()

bool EasyTalk.Nodes.Utility.HideNode.IsExecutionComplete ( )

Returns whether or not the node has finished being processed/used.

Returns

Implements EasyTalk.Nodes.Core.AsyncNode.

◆ IsSkippable()

bool EasyTalk.Nodes.Utility.HideNode.IsSkippable ( )

Returns whether or not the node can be skipped before processing has been completed.

Returns

Implements EasyTalk.Nodes.Core.AsyncNode.

◆ Reset()

void EasyTalk.Nodes.Utility.HideNode.Reset ( )

Used to reset an async node after it has completed execution.

Implements EasyTalk.Nodes.Core.AsyncNode.

Member Data Documentation

◆ isExecutingFromDialogueFlow

bool EasyTalk.Nodes.Utility.HideNode.isExecutingFromDialogueFlow = true
private

Indicates whether the node is being executed along the normal dialogue flow path, rather than via back/forward value propagation.

◆ isExecutionComplete

bool EasyTalk.Nodes.Utility.HideNode.isExecutionComplete = false
private

Whether or not execution is completed on the node.

◆ nodeHandler

NodeHandler EasyTalk.Nodes.Utility.HideNode.nodeHandler = null
private

The NodeHandler used to process the node.

Property Documentation

◆ AsyncCompletionMode

AsyncCompletionMode EasyTalk.Nodes.Utility.HideNode.AsyncCompletionMode
get

Returns the AsyncCompletion mode of the node.

Implements EasyTalk.Nodes.Core.AsyncNode.

◆ IsExecutingFromDialogueFlow

bool EasyTalk.Nodes.Utility.HideNode.IsExecutingFromDialogueFlow
getset

Returns whether or not the node is being processed along the normal dialogue flow path, rather than back/forward value propagation.

Implements EasyTalk.Nodes.Core.AsyncNode.