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EasyTalk API
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Defines the functions which are implemented by asynchronous nodes, which are nodes that require external processing prior to dialogue flow continuation. More...
Inherited by EasyTalk.Nodes.Utility.HideNode, EasyTalk.Nodes.Utility.PlayerInputNode, and EasyTalk.Nodes.Utility.ShowNode.
Public Member Functions | |
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. | |
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. | |
bool | IsSkippable () |
Returns whether or not the node can be skipped before processing has been completed. | |
void | Interrupt () |
Interrupts the execution of the node, if it is skippable. | |
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. | |
Defines the functions which are implemented by asynchronous nodes, which are nodes that require external processing prior to dialogue flow continuation.
void EasyTalk.Nodes.Core.AsyncNode.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. |
Implemented in EasyTalk.Nodes.Utility.HideNode, EasyTalk.Nodes.Utility.PlayerInputNode, and EasyTalk.Nodes.Utility.ShowNode.
void EasyTalk.Nodes.Core.AsyncNode.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.
Implemented in EasyTalk.Nodes.Utility.HideNode, EasyTalk.Nodes.Utility.PlayerInputNode, and EasyTalk.Nodes.Utility.ShowNode.
void EasyTalk.Nodes.Core.AsyncNode.Interrupt | ( | ) |
Interrupts the execution of the node, if it is skippable.
Implemented in EasyTalk.Nodes.Utility.HideNode, EasyTalk.Nodes.Utility.PlayerInputNode, and EasyTalk.Nodes.Utility.ShowNode.
bool EasyTalk.Nodes.Core.AsyncNode.IsExecutionComplete | ( | ) |
Returns whether or not the node has finished being processed/used.
Implemented in EasyTalk.Nodes.Utility.HideNode, EasyTalk.Nodes.Utility.PlayerInputNode, and EasyTalk.Nodes.Utility.ShowNode.
bool EasyTalk.Nodes.Core.AsyncNode.IsSkippable | ( | ) |
Returns whether or not the node can be skipped before processing has been completed.
Implemented in EasyTalk.Nodes.Utility.HideNode, EasyTalk.Nodes.Utility.PlayerInputNode, and EasyTalk.Nodes.Utility.ShowNode.
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get |
Returns the AsyncCompletion mode of the node.
Implemented in EasyTalk.Nodes.Utility.HideNode, EasyTalk.Nodes.Utility.PlayerInputNode, and EasyTalk.Nodes.Utility.ShowNode.
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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.
Implemented in EasyTalk.Nodes.Utility.HideNode, EasyTalk.Nodes.Utility.PlayerInputNode, and EasyTalk.Nodes.Utility.ShowNode.