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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...
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. | |
| void | Reset () |
| Used to reset an async node after it has completed execution. | |
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.
| void EasyTalk.Nodes.Core.AsyncNode.Reset | ( | ) |
Used to reset an async node after it has completed execution.
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.