A dialogue/ conversation node. Shows text and wait for an option to be chosen. Use plyGraphManager.SendDataToNode(a_number_strating_at_0) to send a response to this node when it is waiting. So, the first response is (0), the seconds response is (1), the 3rd (2), etc. More...
Inherits plyCommon.plyNode.
Public Member Functions | |
override string | PrettyName () |
override void | OnAddedToGraph () |
override void | CopyTo (plyNode n) |
override int | Enter () |
override int | Update () |
override void | ReceiveData (object data) |
DiaQuest | LinkedQuest () |
Returns the quest linked to this dialogue node. Null if no quest is linked or the quest could not be found. More... | |
string | ParsedDialogueText (bool inludeLinkedQuestText) |
Return parsed text. The inline values will be inserted if any present in text. More... | |
string | ParsedResponseText (int idx) |
Return parsed response text. The inline values will be inserted if any present in text. More... | |
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void | Awake (plyGraph owningGraph) |
called by graph's Awake at runtime More... | |
void | LogError (string message) |
show an error message that include the name of the node the error occurred in More... | |
void | LogWarning (string message) |
show w warning message that include the name of the node the error occurred in More... | |
virtual int | InitOutlinkCount () |
This should return the number of out links that the node should be initialized with when first added to the graph. More... | |
Dictionary< string, plyMetaData > | AllMetaData () |
List< plyMetaData > | AllMetaDataList () |
plyMetaData | GetMetaData (string name) |
Return reference to meta data object. Null if not found. More... | |
object | GetMetaDataValue (string name) |
Return meta data value. Null if named meta data not found. More... | |
void | SetMetaDataValue (string name, object val) |
Set meta data value. Will create the named meta data if not found and then set value. More... | |
Public Attributes | |
string | dialogueText = "" |
The raw dialogue text to show More... | |
int | linkedQuestId = -1 |
The quest that is linked to this dialogue. Useful when info of a quest will be shown to the player and then wait for him to accept or reject the quest. More... | |
string[] | responses = { "" } |
The possible responses/ choices. These are tied to the outLinks. More... | |
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plyNode[] | outLinks = new plyNode[0] |
The nodes that are linked to this one's outputs More... | |
int[] | outLinkIds = new int[0] |
Ids of the nodes that are linked to. This and the outLinks array should always be of the same size. More... | |
int | id = -1 |
Unique identifier for node. Do not set this manually. The graph editor updates it as needed. More... | |
string | customIdent = "" |
A custom identifier you may use to identify the node by More... | |
string | comment = "" |
Node comment. Normally used as messages/ reminders in the graph editor More... | |
bool | showComment = true |
Set true if comment should appear in the graph editor More... | |
plyMetaData[] | metaData = new plyMetaData[0] |
Meta data is optional data/ information that the designer may associate with the node. Do not access at runtime. Use the provided functions. More... | |
Rect | __rect = new Rect() |
Used by editor. You may update width/ height with the node window's size but should not change x and y as that is used to track the position of the node in the graph editor. More... | |
Additional Inherited Members | |
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enum | ReturnCode { ReturnCode.Continue = -1, ReturnCode.WaitingForData = -2, ReturnCode.Stop = -3 } |
Return codes used in Enter(), Update(), etc More... | |
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int | __outlinks_offset [get, set] |
object | __node_ed [get, set] |
plyGraph | owningGraph [get, set] |
The (runtime) Graph that owns this node More... | |
Dictionary< string, plyMetaData > | runtimeMetaData [get, set] |
A dialogue/ conversation node. Shows text and wait for an option to be chosen. Use plyGraphManager.SendDataToNode(a_number_strating_at_0) to send a response to this node when it is waiting. So, the first response is (0), the seconds response is (1), the 3rd (2), etc.
DiaQuest DiaQ.DiaQNode_Dlg.LinkedQuest | ( | ) |
Returns the quest linked to this dialogue node. Null if no quest is linked or the quest could not be found.
string DiaQ.DiaQNode_Dlg.ParsedDialogueText | ( | bool | inludeLinkedQuestText | ) |
Return parsed text. The inline values will be inserted if any present in text.
string DiaQ.DiaQNode_Dlg.ParsedResponseText | ( | int | idx | ) |
Return parsed response text. The inline values will be inserted if any present in text.
string DiaQ.DiaQNode_Dlg.dialogueText = "" |
The raw dialogue text to show
int DiaQ.DiaQNode_Dlg.linkedQuestId = -1 |
The quest that is linked to this dialogue. Useful when info of a quest will be shown to the player and then wait for him to accept or reject the quest.
string [] DiaQ.DiaQNode_Dlg.responses = { "" } |
The possible responses/ choices. These are tied to the outLinks.