Project Arrhythmia
A video game developed by Vitamin Games.
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DialogManager Class Reference
+ Inheritance diagram for DialogManager:

Public Member Functions

void PrintState ()
 
void EnterWaitingMode (string _varName)
 
void EnterDialogueMode (string _id, TextAsset inkJSON)
 
void ActorFunctions ()
 
void EmotionFunctions ()
 
void OverlayFunctions ()
 
void BindExternalFunctions ()
 
void UnbindExternalFunctions ()
 
void UnBindEyeFunctions ()
 
void BindEyeFunctions ()
 
void UnBindBlurFunctions ()
 
void BindBlurFunctions ()
 
void HideUI ()
 
void UnHideUI ()
 
IEnumerator ExitDialogueMode ()
 
void MakeChoice (int choiceIndex)
 
void OnDisable ()
 
void OnDestory ()
 
- Public Member Functions inherited from SingletonBase< DialogManager >
virtual void Awake ()
 
virtual void OnAwake ()
 

Public Attributes

Dictionary< string, string > StoryStates = new Dictionary<string, string>()
 
string currentStoryID
 
Story currentStory
 
bool isTyping
 
- Public Attributes inherited from SingletonBase< DialogManager >
bool DestroySingleton
 

Properties

bool dialogueIsExiting [get, private set]
 
bool dialogueIsPlaying [get, private set]
 
- Properties inherited from SingletonBase< DialogManager >
static T Inst [get]
 

Private Types

enum  LayoutType { left = 0 , right = 1 , simple = 2 , none = 3 }
 

Private Member Functions

void Start ()
 
void Update ()
 
IEnumerator ContinueStory ()
 
IEnumerator ConstructText (string _newText)
 
void InstantConstructText (string _newText)
 
void HandleTags (List< string > currentTags)
 
IEnumerator ContinueStoryDelay (float _delay)
 
IEnumerator SelectFirstChoice ()
 
IEnumerator DelayContinue (float _delay)
 
void CleanUpTriggers ()
 

Private Attributes

LayoutType currentLayout = LayoutType.none
 
List< string > TriggerHistory = new List<string>()
 
Transform ActorParent
 
UI_Text dialoguePanel
 
UI_Text dialogueText
 
UI_Text LeftNameTag
 
UI_Text RightNameTag
 
UI_Text ContinueIdentifier
 
VNChoicesUI choicesUI
 
AnimationCurve GlitchAnimationCurve
 
bool isAutoTagRunning = true
 
bool isWaiting = false
 
string waitForVar
 

Static Private Attributes

const string SAVE_TAG = "save"
 Tags.
 
const string AUTO_TAG = "auto"
 
const string ACTOR_TAG = "actor"
 
const string LAYOUT_TAG = "layout"
 

The documentation for this class was generated from the following file: