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| | ButtonDialog (int[] idArray) |
| | The default Constructor.
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| | ButtonDialog (int _ID, string _label, bool _startEnabled, DialogueOption _dialogueOption, bool _endsConversation) |
| | A constructor for a scene-based Conversation's dialogue option.
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| | ButtonDialog (int _ID, string _label, bool _startEnabled, ActionListAsset _actionListAsset, bool _endsConversation) |
| | A constructor for an asset-based Conversation's dialogue option.
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| | ButtonDialog (int _ID, string _label, bool _isOn) |
| | A constructor for a runtime-generated Conversation's dialogue option.
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| bool | CanShow () |
| | Checks if the dialogue option can be currently shown.
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| bool | Upgrade () |
| | Upgrades the class to make use of cursorIcon instead of icon as the texture to display.
|
A data container for a dialogue option within a Conversation.
◆ ButtonDialog() [1/4]
| AC.ButtonDialog.ButtonDialog |
( |
int[] | idArray | ) |
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The default Constructor.
- Parameters
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| idArray | An array of existing ID numbers, so that a unique ID number can be assigned |
◆ ButtonDialog() [2/4]
| AC.ButtonDialog.ButtonDialog |
( |
int | _ID, |
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string | _label, |
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bool | _startEnabled, |
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DialogueOption | _dialogueOption, |
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bool | _endsConversation ) |
A constructor for a scene-based Conversation's dialogue option.
- Parameters
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| _ID | An ID number unique to this instance of ButtonDialog within a Conversation |
| _label | The option's display text |
| _startEnabled | If True, the option will be enabled by default |
| _dialogueOption | The DialogueOption to run when the option is chosen |
| _endsConversation | If True, the Conversation will end after the DialogueOption has finished running |
◆ ButtonDialog() [3/4]
| AC.ButtonDialog.ButtonDialog |
( |
int | _ID, |
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string | _label, |
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bool | _startEnabled, |
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ActionListAsset | _actionListAsset, |
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bool | _endsConversation ) |
A constructor for an asset-based Conversation's dialogue option.
- Parameters
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| _ID | An ID number unique to this instance of ButtonDialog within a Conversation |
| _label | The option's display text |
| _startEnabled | If True, the option will be enabled by default |
| _actionListAsset | The ActionListAsset to run when the option is chosen |
| _endsConversation | If True, the Conversation will end after the ActionListAsset has finished running |
◆ ButtonDialog() [4/4]
| AC.ButtonDialog.ButtonDialog |
( |
int | _ID, |
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string | _label, |
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bool | _isOn ) |
A constructor for a runtime-generated Conversation's dialogue option.
- Parameters
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| _ID | An ID number unique to this instance of ButtonDialog within a Conversation |
| _label | The option's display text |
| _isOn | If True, the option will be enabled |
◆ CanShow()
| bool AC.ButtonDialog.CanShow |
( |
| ) |
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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
◆ 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 |
◆ 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
◆ 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 |
◆ 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
The new Conversation to run, if conversationAction = ConversationAction.RunOtherConversation