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void | PrintState () |
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void | EnterWaitingMode (string _varName) |
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void | EnterDialogueMode (string _id, TextAsset inkJSON) |
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void | ActorFunctions () |
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void | EmotionFunctions () |
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void | OverlayFunctions () |
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void | BindExternalFunctions () |
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void | UnbindExternalFunctions () |
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void | UnBindEyeFunctions () |
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void | BindEyeFunctions () |
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void | UnBindBlurFunctions () |
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void | BindBlurFunctions () |
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void | HideUI () |
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void | UnHideUI () |
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IEnumerator | ExitDialogueMode () |
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void | MakeChoice (int choiceIndex) |
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void | OnDisable () |
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void | OnDestory () |
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virtual void | Awake () |
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virtual void | OnAwake () |
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Dictionary< string, string > | StoryStates = new Dictionary<string, string>() |
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string | currentStoryID |
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Story | currentStory |
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bool | isTyping |
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bool | DestroySingleton |
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bool | dialogueIsExiting [get, private set] |
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bool | dialogueIsPlaying [get, private set] |
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static T | Inst [get] |
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| enum | LayoutType { left = 0
, right = 1
, simple = 2
, none = 3
} |
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void | Start () |
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void | Update () |
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IEnumerator | ContinueStory () |
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IEnumerator | ConstructText (string _newText) |
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void | InstantConstructText (string _newText) |
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void | HandleTags (List< string > currentTags) |
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IEnumerator | ContinueStoryDelay (float _delay) |
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IEnumerator | SelectFirstChoice () |
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IEnumerator | DelayContinue (float _delay) |
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void | CleanUpTriggers () |
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LayoutType | currentLayout = LayoutType.none |
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List< string > | TriggerHistory = new List<string>() |
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Transform | ActorParent |
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UI_Text | dialoguePanel |
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UI_Text | dialogueText |
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UI_Text | LeftNameTag |
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UI_Text | RightNameTag |
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UI_Text | ContinueIdentifier |
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VNChoicesUI | choicesUI |
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AnimationCurve | GlitchAnimationCurve |
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bool | isAutoTagRunning = true |
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bool | isWaiting = false |
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string | waitForVar |
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const string | SAVE_TAG = "save" |
| | Tags.
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const string | AUTO_TAG = "auto" |
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const string | ACTOR_TAG = "actor" |
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const string | LAYOUT_TAG = "layout" |
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The documentation for this class was generated from the following file:
- C:/Users/Pidge/Documents/gamedev/core_project_arrhythmia/Assets/Scripts/Managers/Visual Novel/DialogManager.cs