EasyTalk API
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EasyTalk.Nodes.Core.AsyncNode Interface Reference

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.
 

Detailed Description

Defines the functions which are implemented by asynchronous nodes, which are nodes that require external processing prior to dialogue flow continuation.

Member Function Documentation

◆ Execute()

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.

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

Implemented in EasyTalk.Nodes.Utility.HideNode, EasyTalk.Nodes.Utility.PlayerInputNode, and EasyTalk.Nodes.Utility.ShowNode.

◆ ExecutionCompleted()

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.

◆ Interrupt()

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.

◆ IsExecutionComplete()

bool EasyTalk.Nodes.Core.AsyncNode.IsExecutionComplete ( )

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

Returns

Implemented in EasyTalk.Nodes.Utility.HideNode, EasyTalk.Nodes.Utility.PlayerInputNode, and EasyTalk.Nodes.Utility.ShowNode.

◆ IsSkippable()

bool EasyTalk.Nodes.Core.AsyncNode.IsSkippable ( )

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

Returns

Implemented in EasyTalk.Nodes.Utility.HideNode, EasyTalk.Nodes.Utility.PlayerInputNode, and EasyTalk.Nodes.Utility.ShowNode.

Property Documentation

◆ AsyncCompletionMode

AsyncCompletionMode EasyTalk.Nodes.Core.AsyncNode.AsyncCompletionMode
get

Returns the AsyncCompletion mode of the node.

Implemented in EasyTalk.Nodes.Utility.HideNode, EasyTalk.Nodes.Utility.PlayerInputNode, and EasyTalk.Nodes.Utility.ShowNode.

◆ IsExecutingFromDialogueFlow

bool EasyTalk.Nodes.Core.AsyncNode.IsExecutingFromDialogueFlow
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.