Dialogue Group
🗨️ DialogueGroup Class
Groups related dialogue assets and provides localization support for general-purpose dialogue options.
Namespace:
Esper.FeelSpeakInherits from:FeelSpeakObjectType:class
📦 Fields
public
sprite
Sprite
A sprite that represents the dialogue group.
public
groupName
string
Name used when localization is disabled and/or for searching.
public
text
string
Default unlocalized text shown in dialogue.
public
localizedTexts
List<LocaleString>
Localized versions of text.
public
dialogues
List<DialogueGraph>
All dialogue graphs within this group.
🧾 Properties
public
DatabaseRecord
DialogueGroupRecord
Snapshot of this group’s data for the database.
📁 Static Fields
public static
resourcesPath
string
Path to group assets relative to the Resources folder.
🧰 Methods
public
CreateDatabaseRecord()
void
Updates the record of this object in the database.
public
CreateCopy()
DialogueGroup
Creates a copy of this group.
public
CopyData(DialogueGroup other)
void
Copies all data from another group (excluding ID).
public
GetText()
string
Returns localized text or fallback if localization is disabled.
public
ValidateLocalizedNames(bool skipInitialization = false)
void
Ensures all locales have corresponding text entries.
Getting a Dialogue Group
You can get a DialogueGroup at runtime with its ID or name with the FeelSpeak.GetDialogueGroup method.
var myDialogueGroup = FeelSpeak.GetDialogueGroup("dialogue group name");Last updated