Adventure Creator 1.84.3
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2024
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AC.ButtonDialog Class Reference

Public Member Functions

 ButtonDialog (int[] idArray)
 The default Constructor.
 ButtonDialog (int _ID, string _label, bool _startEnabled, DialogueOption _dialogueOption, bool _endsConversation)
 A constructor for a scene-based Conversation's dialogue option.
 ButtonDialog (int _ID, string _label, bool _startEnabled, ActionListAsset _actionListAsset, bool _endsConversation)
 A constructor for an asset-based Conversation's dialogue option.
 ButtonDialog (int _ID, string _label, bool _isOn)
 A constructor for a runtime-generated Conversation's dialogue option.
bool CanShow ()
 Checks if the dialogue option can be currently shown.
bool Upgrade ()
 Upgrades the class to make use of cursorIcon instead of icon as the texture to display.

Public Attributes

string label = "(Not set)"
int lineID = -1
CursorIconBase cursorIcon
bool isOn
bool isLocked
ConversationAction conversationAction
Conversation newConversation
int ID = 0
bool hasBeenChosen = false
bool autoTurnOff = false
bool linkToInventory = false
int linkedInventoryID = 0
DialogueOption dialogueOption
ActionListAsset assetFile = null
GameObject customScriptObject = null
string customScriptFunction = ""

Detailed Description

A data container for a dialogue option within a Conversation.

Constructor & Destructor Documentation

◆ ButtonDialog() [1/4]

AC.ButtonDialog.ButtonDialog ( int[] idArray)

The default Constructor.

Parameters
idArrayAn array of existing ID numbers, so that a unique ID number can be assigned

◆ ButtonDialog() [2/4]

AC.ButtonDialog.ButtonDialog ( int _ID,
string _label,
bool _startEnabled,
DialogueOption _dialogueOption,
bool _endsConversation )

A constructor for a scene-based Conversation's dialogue option.

Parameters
_IDAn ID number unique to this instance of ButtonDialog within a Conversation
_labelThe option's display text
_startEnabledIf True, the option will be enabled by default
_dialogueOptionThe DialogueOption to run when the option is chosen
_endsConversationIf True, the Conversation will end after the DialogueOption has finished running

◆ ButtonDialog() [3/4]

AC.ButtonDialog.ButtonDialog ( int _ID,
string _label,
bool _startEnabled,
ActionListAsset _actionListAsset,
bool _endsConversation )

A constructor for an asset-based Conversation's dialogue option.

Parameters
_IDAn ID number unique to this instance of ButtonDialog within a Conversation
_labelThe option's display text
_startEnabledIf True, the option will be enabled by default
_actionListAssetThe ActionListAsset to run when the option is chosen
_endsConversationIf True, the Conversation will end after the ActionListAsset has finished running

◆ ButtonDialog() [4/4]

AC.ButtonDialog.ButtonDialog ( int _ID,
string _label,
bool _isOn )

A constructor for a runtime-generated Conversation's dialogue option.

Parameters
_IDAn ID number unique to this instance of ButtonDialog within a Conversation
_labelThe option's display text
_isOnIf True, the option will be enabled

Member Function Documentation

◆ CanShow()

bool AC.ButtonDialog.CanShow ( )

Checks if the dialogue option can be currently shown.

Returns
True if the dialogue option can be currently shown

◆ Upgrade()

bool AC.ButtonDialog.Upgrade ( )

Upgrades the class to make use of cursorIcon instead of icon as the texture to display.

Returns
True if the class was upgraded

Member Data Documentation

◆ assetFile

ActionListAsset AC.ButtonDialog.assetFile = null

The ActionListAsset to run, if the Conversation's interactionSource = InteractionSource.AssetFile

◆ autoTurnOff

bool AC.ButtonDialog.autoTurnOff = false

If True, then the option will be disabled once chosen by the player

◆ conversationAction

ConversationAction AC.ButtonDialog.conversationAction

What happens when the DialogueOption ActionList has finished (ReturnToConversation, Stop, RunOtherConversation)

◆ cursorIcon

CursorIconBase AC.ButtonDialog.cursorIcon

The option's display icon

◆ customScriptFunction

string AC.ButtonDialog.customScriptFunction = ""

The name of the function to run, if the Conversation's interactionSource = InteractionSource.CustomScript

◆ customScriptObject

GameObject AC.ButtonDialog.customScriptObject = null

The GameObject with the custom script to run, if the Conversation's interactionSource = InteractionSource.CustomScript

◆ dialogueOption

DialogueOption AC.ButtonDialog.dialogueOption

The DialogueOption ActionList to run, if the Conversation's interactionSource = InteractionSource.InScene

◆ hasBeenChosen

bool AC.ButtonDialog.hasBeenChosen = false

If True, then the option has been chosen at least once by the player

◆ ID

int AC.ButtonDialog.ID = 0

An ID number unique to this instance of ButtonDialog within a Conversation

◆ isLocked

bool AC.ButtonDialog.isLocked

If True, the option is locked, and cannot be enabled or disabled

◆ isOn

bool AC.ButtonDialog.isOn

If True, the option is enabled, and will be displayed in a MenuDialogList element

◆ label

string AC.ButtonDialog.label = "(Not set)"

The option's display label

◆ lineID

int AC.ButtonDialog.lineID = -1

The translation ID number of the display label, as set by SpeechManager

◆ linkedInventoryID

int AC.ButtonDialog.linkedInventoryID = 0

The ID number of the associated inventory item, if linkToInventory = True

◆ linkToInventory

bool AC.ButtonDialog.linkToInventory = false

If True, then the option will only be visible if a given inventory item is being carried

◆ newConversation

Conversation AC.ButtonDialog.newConversation

The new Conversation to run, if conversationAction = ConversationAction.RunOtherConversation