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EasyTalk API
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A node for getting text input from the player. More...
Inherits EasyTalk.Nodes.Core.Node, EasyTalk.Nodes.Core.DialogueFlowNode, EasyTalk.Nodes.Core.FunctionalNode, and EasyTalk.Nodes.Core.AsyncNode.
Public Member Functions | |||||||
PlayerInputNode () | |||||||
Creates a new PlayerInput node. | |||||||
bool | DetermineAndStoreValue (NodeHandler nodeHandler, Dictionary< int, object > nodeValues, GameObject convoOwner=null) | ||||||
Determines the value of this node and stores it in the provided Dictionary of node and connection IDs to values.
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List< int > | GetDependencyOutputIDs () | ||||||
Returns a List of IDs for output connections that this node is dependent on in order to evaluate itself and determine the value to store.
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NodeConnection | GetFlowInput () | ||||||
Returns the dialogue flow input for the node.
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NodeConnection | GetFlowOutput () | ||||||
Returns the dialogue flow output for the node.
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bool | HasDependencies () | ||||||
Returns whether the node is dependent on values coming into input connections.
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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.
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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. | |||||||
bool | IsExecutionComplete () | ||||||
Returns whether or not the node has finished being processed/used.
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bool | IsSkippable () | ||||||
Returns whether or not the node can be skipped before processing has been completed.
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void | Interrupt () | ||||||
Interrupts the execution of the node, if it is skippable. | |||||||
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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 | |
string | HintText [get, set] |
Gets or sets the hint text for the node. | |
string | InputText [get, set] |
Gets or sets the text which was input by the player. | |
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. | |
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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< NodeConnection > | Inputs [get, set] |
Gets or sets the List of input connections of the node. | |
List< NodeConnection > | Outputs [get, set] |
Gets or sets the List of output connections of the node. | |
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Private Attributes | |
string | hintText = "Enter Response..." |
The hint text to show to the player. | |
string | inputText = "" |
The text obtained from the player. | |
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 | |
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static Node | Deserialize (string json) |
Deserializes a Node from the specified JSON string. | |
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List< NodeConnection > | FindFlowInputs () |
Finds and returns a List of all inputs which are dialogue flow inputs. | |
List< NodeConnection > | FindFlowOutputs () |
Finds and returns a List of all outputs which are dialogue flow outputs. | |
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int | nodeId = NodeUtils.NextID() |
The ID of the node. | |
string | name |
The name of the node. | |
NodeType | nodeType |
The type of the node. | |
List< NodeConnection > | inputs = new List<NodeConnection>() |
A List of input connections of the node. | |
List< NodeConnection > | outputs = new List<NodeConnection>() |
A List of output connections of the node. | |
A node for getting text input from the player.
EasyTalk.Nodes.Utility.PlayerInputNode.PlayerInputNode | ( | ) |
Creates a new PlayerInput node.
bool EasyTalk.Nodes.Utility.PlayerInputNode.DetermineAndStoreValue | ( | NodeHandler | nodeHandler, |
Dictionary< int, object > | nodeValues, | ||
GameObject | convoOwner = null ) |
Determines the value of this node and stores it in the provided Dictionary of node and connection IDs to values.
nodeHandler | The node handler being used. |
nodeValues | A mapping between node or connection IDs and the values attributed to them. |
convoOwner | The GameObject which on which the dialogue logic is currently running. |
Implements EasyTalk.Nodes.Core.FunctionalNode.
void EasyTalk.Nodes.Utility.PlayerInputNode.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.
nodeHandler | The NodeHandler processing the node. |
nodeValues | A mapping of input/output and node IDs to values attributed to those IDs. |
convoOwner | The current conversation owner. |
Implements EasyTalk.Nodes.Core.AsyncNode.
void EasyTalk.Nodes.Utility.PlayerInputNode.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.
List< int > EasyTalk.Nodes.Utility.PlayerInputNode.GetDependencyOutputIDs | ( | ) |
Returns a List of IDs for output connections that this node is dependent on in order to evaluate itself and determine the value to store.
Implements EasyTalk.Nodes.Core.FunctionalNode.
NodeConnection EasyTalk.Nodes.Utility.PlayerInputNode.GetFlowInput | ( | ) |
Returns the dialogue flow input for the node.
Implements EasyTalk.Nodes.Core.DialogueFlowNode.
NodeConnection EasyTalk.Nodes.Utility.PlayerInputNode.GetFlowOutput | ( | ) |
Returns the dialogue flow output for the node.
Implements EasyTalk.Nodes.Core.DialogueFlowNode.
bool EasyTalk.Nodes.Utility.PlayerInputNode.HasDependencies | ( | ) |
Returns whether the node is dependent on values coming into input connections.
Implements EasyTalk.Nodes.Core.FunctionalNode.
void EasyTalk.Nodes.Utility.PlayerInputNode.Interrupt | ( | ) |
Interrupts the execution of the node, if it is skippable.
Implements EasyTalk.Nodes.Core.AsyncNode.
bool EasyTalk.Nodes.Utility.PlayerInputNode.IsExecutionComplete | ( | ) |
Returns whether or not the node has finished being processed/used.
Implements EasyTalk.Nodes.Core.AsyncNode.
bool EasyTalk.Nodes.Utility.PlayerInputNode.IsSkippable | ( | ) |
Returns whether or not the node can be skipped before processing has been completed.
Implements EasyTalk.Nodes.Core.AsyncNode.
void EasyTalk.Nodes.Utility.PlayerInputNode.Reset | ( | ) |
Used to reset an async node after it has completed execution.
Implements EasyTalk.Nodes.Core.AsyncNode.
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private |
The hint text to show to the player.
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private |
The text obtained from the player.
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private |
Indicates whether the node is being executed along the normal dialogue flow path, rather than via back/forward value propagation.
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private |
Whether or not execution is completed on the node.
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private |
The NodeHandler used to process the node.
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get |
Returns the AsyncCompletion mode of the node.
Implements EasyTalk.Nodes.Core.AsyncNode.
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getset |
Gets or sets the hint text for the node.
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getset |
Gets or sets the text which was input by the player.
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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.