Dialogue

⚙️ Dialogue Class

The runtime version of a DialogueGraph.

Namespace: Esper.FeelSpeak.Graph Type: class


📦 Fields

Access
Field
Type
Description

public

dialogueGraph

DialogueGraph

The dialogue graph that this has been loaded. Use Prepare to load a graph.

public

nodes

Dictionary<int, Node>

A list of all nodes. This is populated when Prepare is called.

public

startingNode

Node

The node that the dialogue always starts with.

public

currentNode

Node

The current node.

public

previousNode

Node

The previous node.

public

started

bool

If the dialogue has started (if Next was called at least once).


🔍 Static Events

Access
Event
Type
Description

public

onDialogueNodeTriggered

UnityEvent<DialogueNode>

A callback for when any dialogue node in any dialogue is triggered.

public

onChoiceNodeTriggered

UnityEvent<ChoiceNode>

A callback for when any choice node in any dialogue is triggered.

public

onDelayNodeTriggered

UnityEvent<DelayNode>

A callback for when any delay node in any dialogue is triggered.

public

onSoundNodeTriggered

UnityEvent<SoundNode>

A callback for when any sound node in any dialogue is triggered.

public

onActionNodeTriggered

UnityEvent<ActionNode>

A callback for when any action node in any dialogue is triggered.

public

onBooleanNodeTriggered

UnityEvent<BooleanNode>

A callback for when any boolean node in any dialogue is triggered.

public

onNestNodeTriggered

UnityEvent<NestNode>

A callback for when any nest node in any dialogue is triggered.

public

onChoiceMade

UnityEvent<Choice>

A callback for when any choice is made.


🔍 Static Properties

Access
Property
Type
Description

public

dialogueStack

Stack<Dialogue>

The nested dialogue stack.

public

Current

Dialogue

The current dialogue.


🧰 Methods

Access
Method
Returns
Description

public

Dialogue(DialogueGraph)

-

Constructor that initializes the dialogue with a dialogue graph.

public

IsDialogueNested()

bool

Checks if the current dialogue is nested.

public

Prepare(bool)

bool

Prepares the dialogue. Preparation is required before the dialogue can be used.

public

PrepareAsync(bool)

Task<bool>

Asynchronously prepares the dialogue. Preparation is required before the dialogue can be used.

public

ReadNext(int?)

Node

Gets the next node based on the properties and connections of the current node without updating currentNode.

public

Next(int?)

Node

Gets the next node based on the properties and connections of the current node and updates currentNode.

protected

Next(int?, ref Node, bool)

Node

Gets the next node based on the properties and connections of the current node with read-only mode option.

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