Nest Node

🪆 NestNode Class

A node that runs another dialogue until it's complete.

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


📦 Fields

Access
Field
Type
Description

public

mode

Mode

Controls the dialogue getter behaviour.

public

dialogue

DialogueGraph

The dialogue.

public

dialogueGroup

DialogueGroup

The dialogue group.

public

dialogueIndex

int

The current dialogue index. Relevant when the mode is set to Group or GroupLoop.


🧰 Methods

Access
Method
Returns
Description

public

NestNode(int, Vector2)

-

Constructor that initializes the node with ID and position.

public

GetTargetName()

string

Gets the name of the target dialogue or dialogue group based on the mode.

public

GetDialogueGraph()

DialogueGraph

Gets the dialogue based on the dialogue mode. This may also increment the dialogueIndex.

public

IsComplete()

bool

Checks if the node is complete and ready for execution.

public

CreateCopy()

NestNode

Creates a copy of this node.

public

InvokeEvent()

void

Invokes the nest node triggered event.


🧩 Nested Enums

public enum Mode

Dialogue behaviour modes.

Value
Description

Single

Only use a single unchanging dialogue.

Chronological

Use a group of dialogues and go through each one by one, then stay at the last one.

ChronologicalAndRepeat

Use a group of dialogues and go through each one by one, then repeat from the start after the final one.

Random

Always select a random dialogue from a group of dialogues.

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