Dialogue Node

💬 DialogueNode Class

A node that contains dialogue data.

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


📦 Fields

Access
Field
Type
Description

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

Access
Method
Returns
Description

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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