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EasyTalk API
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A node for getting text input from the player. More...
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. | |||||||
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 | |
| 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. | |
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< 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. | |
Properties inherited from EasyTalk.Nodes.Core.AsyncNode | |
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 | |
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< 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. | |
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< 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.