Dialogue Node
💬 DialogueNode Class
A node that contains dialogue data.
Namespace:
Esper.FeelSpeak.GraphInherits from:NodeType:class
📦 Fields
public
character
Character
The character saying the dialogue.
public
emotion
Emotion
The emotion the character is feeling. This applies the emotion settings to adjust the behaviour of how dialogue is displayed.
public
showEmotionBubble
bool
If the emotion bubble for this character should display the emotion.
public
bubbleDisplayLength
float
The length of time that the emotion bubble should be displayed for.
public
suppressEmotionAnimation
bool
If enabled, the emotion animation of the speaker will not be invoked.
public
suppressEmotionSound
bool
If enabled, the emotion sound will not play for this dialogue.
public
automaticNextOnComplete
bool
If the next node should be triggered right away when this dialogue is complete.
public
automaticNextDelay
float
The length of time automatic next on complete is delayed.
public
dialogue
string
The dialogue text. This is used when localization is disabled.
public
voiceLine
AudioClip
The voice line that represents the dialogue. This is used when localization is disabled.
public
localizedDialogues
List<LocaleString>
A list of localized dialogues.
public
localizedVoiceLines
List<LocaleAudio>
A list of localized voice lines.
🧰 Methods
public
DialogueNode(int, Vector2)
-
Constructor that initializes the node with ID and position.
public
IsComplete()
bool
Checks if the node is complete and ready for execution.
public
GetDialogue()
string
Gets the dialogue of a specific locale or the unlocalized dialogue if localization is disabled.
public
GetInterpolatedDialogue()
string
Gets the dialogue with object tag interpolation. "???" is used if a character or emotion doesn't exist.
public
GetVoiceLine()
AudioClip
Gets the voice line of a specific locale or the unlocalized voice line if localization is disabled.
public
ValidateLocales(bool)
void
Validates the locales. Optional parameter to skip initialization.
public
ContainsText(string)
bool
Checks if the dialogue or any localized dialogue contains the specified text (case-insensitive).
public
CreateCopy()
DialogueNode
Creates a copy of this node.
public
InvokeEvent()
void
Invokes the dialogue node triggered event.
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