Nest Node
🪆 NestNode Class
A node that runs another dialogue until it's complete.
Namespace:
Esper.FeelSpeak.GraphInherits from:NodeType:class
📦 Fields
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
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.
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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