Dialogue Graph

⚙️ DialogueGraph Class

A graph that contains nodes and connections.

Namespace: Esper.FeelSpeak.Graph Inherits from: FeelSpeakObject Type: class


📦 Fields

Access
Field
Type
Description

public

graphName

string

The searchable name of the graph.

public

startingNodeId

int

The ID of the starting node. This is equal to -1 if a starting node has not been set.

public

dialogueNodes

List<DialogueNode>

A list of dialogue nodes.

public

choiceNodes

List<ChoiceNode>

A list of choice nodes.

public

delayNodes

List<DelayNode>

A list of delay nodes.

public

soundNodes

List<SoundNode>

A list of sound nodes.

public

connections

List<Connection>

A list of all connections.

public

callOnceOnDialogueStarted

UnityEvent

A callback for when any dialogue graph begins. All events are cleared after invoke.

public

callOnceOnDialogueEnded

UnityEvent

A callback for when any dialogue graph ends. All events are cleared after invoke.


🔍 Static Properties

Access
Property
Type
Description

public

resourcesPath

string

The path to all generated objects of this type relative to resources.


🔍 Properties

Access
Property
Type
Description

public

DatabaseRecord

DialogueRecord

The database record.


🧰 Methods

Access
Method
Returns
Description

public

AddNode(Node)

void

Adds a node to the appropriate collection based on its type.

public

RemoveNode(Node)

void

Removes a node from the appropriate collection based on its type.

public

CreateCopy()

DialogueGraph

Creates a copy of this object.

public

CopyData(DialogueGraph)

void

Copies all data of another dialogue, excluding ID.

public

Create(DialogueGroup)

DialogueGraph

Creates a new instance of a DialogueGraph (editor only).

public

UpdateAssetName()

void

Updates the name of the asset (editor only).

public

Save()

void

Saves the dialogue graph and updates database record.

protected

GetID<T>(string)

int

Returns an unused ID for this type.

public

GetAvailableNodeID()

int

Returns an unused node ID.

public

Trigger()

void

Triggers this dialogue.

public

ValidateConnectionsInNodes()

void

Applies all connections to nodes.

public

PopulateConnections(Node)

void

Repopulates the connection lists of a node.

Getting a Dialogue Graph

You can get a DialogueGraph at runtime with their ID or name with the FeelSpeak.GetDialogueGraph method.

var myDialogueGraph = FeelSpeak.GetDialogueGraph("dialogue name");

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