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Adventure Creator
1.76.2
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
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Public Member Functions | |
ButtonDialog (int[] idArray) | |
The default Constructor. More... | |
ButtonDialog (int _ID, string _label, bool _startEnabled, DialogueOption _dialogueOption, bool _endsConversation) | |
A constructor for a scene-based Conversation's dialogue option. More... | |
ButtonDialog (int _ID, string _label, bool _startEnabled, ActionListAsset _actionListAsset, bool _endsConversation) | |
A constructor for an asset-based Conversation's dialogue option. More... | |
ButtonDialog (int _ID, string _label, bool _isOn) | |
A constructor for a runtime-generated Conversation's dialogue option. More... | |
bool | CanShow () |
Checks if the dialogue option can be currently shown. More... | |
bool | Upgrade () |
Upgrades the class to make use of cursorIcon instead of icon as the texture to display More... | |
Public Attributes | |
string | label = "(Not set)" |
int | lineID = -1 |
Texture2D | icon |
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 = "" |
A data container for a dialogue option within a Conversation.
AC.ButtonDialog.ButtonDialog | ( | int[] | idArray | ) |
The default Constructor.
idArray | An array of existing ID numbers, so that a unique ID number can be assigned |
AC.ButtonDialog.ButtonDialog | ( | int | _ID, |
string | _label, | ||
bool | _startEnabled, | ||
DialogueOption | _dialogueOption, | ||
bool | _endsConversation | ||
) |
A constructor for a scene-based Conversation's dialogue option.
_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 |
AC.ButtonDialog.ButtonDialog | ( | int | _ID, |
string | _label, | ||
bool | _startEnabled, | ||
ActionListAsset | _actionListAsset, | ||
bool | _endsConversation | ||
) |
A constructor for an asset-based Conversation's dialogue option.
_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 |
AC.ButtonDialog.ButtonDialog | ( | int | _ID, |
string | _label, | ||
bool | _isOn | ||
) |
A constructor for a runtime-generated Conversation's dialogue option.
_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 |
bool AC.ButtonDialog.CanShow | ( | ) |
Checks if the dialogue option can be currently shown.
bool AC.ButtonDialog.Upgrade | ( | ) |
Upgrades the class to make use of cursorIcon instead of icon as the texture to display
ActionListAsset AC.ButtonDialog.assetFile = null |
The ActionListAsset to run, if the Conversation's interactionSource = InteractionSource.AssetFile
bool AC.ButtonDialog.autoTurnOff = false |
If True, then the option will be disabled once chosen by the player
ConversationAction AC.ButtonDialog.conversationAction |
What happens when the DialogueOption ActionList has finished (ReturnToConversation, Stop, RunOtherConversation)
CursorIconBase AC.ButtonDialog.cursorIcon |
The option's display icon
string AC.ButtonDialog.customScriptFunction = "" |
The name of the function to run, if the Conversation's interactionSource = InteractionSource.CustomScript
GameObject AC.ButtonDialog.customScriptObject = null |
The GameObject with the custom script to run, if the Conversation's interactionSource = InteractionSource.CustomScript
DialogueOption AC.ButtonDialog.dialogueOption |
The DialogueOption ActionList to run, if the Conversation's interactionSource = InteractionSource.InScene
bool AC.ButtonDialog.hasBeenChosen = false |
If True, then the option has been chosen at least once by the player
Texture2D AC.ButtonDialog.icon |
Deprecated
int AC.ButtonDialog.ID = 0 |
An ID number unique to this instance of ButtonDialog within a Conversation
bool AC.ButtonDialog.isLocked |
If True, the option is locked, and cannot be enabled or disabled
bool AC.ButtonDialog.isOn |
If True, the option is enabled, and will be displayed in a MenuDialogList element
string AC.ButtonDialog.label = "(Not set)" |
The option's display label
int AC.ButtonDialog.lineID = -1 |
The translation ID number of the display label, as set by SpeechManager
int AC.ButtonDialog.linkedInventoryID = 0 |
The ID number of the associated inventory item, if linkToInventory = True
bool AC.ButtonDialog.linkToInventory = false |
If True, then the option will only be visible if a given inventory item is being carried
Conversation AC.ButtonDialog.newConversation |
The new Conversation to run, if conversationAction = ConversationAction.RunOtherConversation