Add this class to an empty component. It requires a Collider or Collider2D, set to "is trigger". You can then customize the dialogue zone through the inspector.
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| DialogueBox | DialogueBoxPrefab |
| | the prefab to use to display the dialogue
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| Color | TextBackgroundColor = Color.black |
| | the color of the text background.
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| Color | TextColor = Color.white |
| | the color of the text
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| Font | TextFont |
| | the font that should be used to display the text
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| int | TextSize = 40 |
| | the size of the font
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| TextAnchor | Alignment = TextAnchor.MiddleCenter |
| | the text alignment in the box used to display the text
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| float | FadeDuration = 0.2f |
| | the duration of the in and out fades
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| float | TransitionTime = 0.2f |
| | the time between two dialogues
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| Vector3 | Offset = Vector3.zero |
| | the distance from the top of the box collider the dialogue box should appear at
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| bool | BoxesFollowZone = false |
| | if this is true, the dialogue boxes will follow the zone's position
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| bool | CanMoveWhileTalking = true |
| | if this is set to true, the character will be able to move while dialogue is in progress
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| bool | ButtonHandled = true |
| | whether or not this zone is handled by a button or not
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| float | MessageDuration = 3f |
| | duration of the message. only considered if the box is not button handled
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| bool | ActivableMoreThanOnce = true |
| | true if can be activated more than once
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| float | InactiveTime = 2f |
| | if the zone is activable more than once, how long should it remain inactive between up times?
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| DialogueElement[] | Dialogue |
| | the dialogue lines
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| ButtonActivatedRequirements | ButtonActivatedRequirement = ButtonActivatedRequirements.Either |
| | if this is true, objects with a ButtonActivator class will be able to interact with this zone
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| bool | RequiresPlayerType = true |
| | if this is true, this can only be activated by player Characters
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| bool | RequiresButtonActivationAbility = true |
| | if this is true, this zone can only be activated if the character has the required ability
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| bool | Activable = true |
| | if this is false, the zone won't be activable
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| bool | AutoActivation = false |
| | if true, the zone will activate whether the button is pressed or not
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| bool | AutoActivationAndButtonInteraction = false |
| | if true, this zone will be auto activated but will still allow button interaction
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| float | AutoActivationDelay = 0f |
| | the delay, in seconds, during which the character has to be within the zone to activate it
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| bool | AutoActivationDelayResetsOnExit = true |
| | if this is true, exiting the zone will reset the auto activation delay
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| bool | CanOnlyActivateIfGrounded = false |
| | if this is set to false, the zone won't be activable while not grounded
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| bool | ShouldUpdateState = true |
| | Set this to true if you want the CharacterBehaviorState to be notified of the player's entry into the zone.
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| bool | OnlyOneActivationAtOnce = true |
| | if this is true, enter won't be retriggered if another object enters, and exit will only be triggered when the last object exits
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| LayerMask | TargetLayerMask = ~0 |
| | a layermask with all the layers that can interact with this specific button activated zone
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| bool | UnlimitedActivations = true |
| | if this is set to false, your number of activations will be MaxNumberOfActivations
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| int | MaxNumberOfActivations = 0 |
| | the number of times the zone can be interacted with
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| int | NumberOfActivationsLeft |
| | the amount of remaining activations on this zone
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| float | DelayBetweenUses = 0f |
| | the delay (in seconds) after an activation during which the zone can't be activated
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| bool | DisableAfterUse = false |
| | if this is true, the zone will disable itself (forever or until you manually reactivate it) after its last use
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| InputTypes | InputType = InputTypes.Default |
| | the selected input type (default, button or key)
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| string | InputButton = "Interact" |
| | the selected button string used to activate this zone
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| KeyCode | InputKey = KeyCode.Space |
| | the key used to activate this zone
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| string | AnimationTriggerParameterName |
| | an (absolutely optional) animation parameter that can be triggered on the character when activating the zone
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| bool | UseVisualPrompt = true |
| | if this is true, a prompt will be shown if setup properly
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| ButtonPrompt | ButtonPromptPrefab |
| | the gameobject to instantiate to present the prompt
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| string | ButtonPromptText = "A" |
| | the text to display in the button prompt
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| Color | ButtonPromptColor = MMColors.LawnGreen |
| | the text to display in the button prompt
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| Color | ButtonPromptTextColor = MMColors.White |
| | the color for the prompt's text
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| bool | AlwaysShowPrompt = true |
| | If true, the "buttonA" prompt will always be shown, whether the player is in the zone or not.
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| bool | ShowPromptWhenColliding = true |
| | If true, the "buttonA" prompt will be shown when a player is colliding with the zone.
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| bool | HidePromptAfterUse = false |
| | If true, the prompt will hide after use.
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| Vector3 | PromptRelativePosition = Vector3.zero |
| | the position of the actual buttonA prompt relative to the object's center
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| Vector3 | PromptRotation = Vector3.zero |
| | the rotation of the actual buttonA prompt
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| MMFeedbacks | ActivationFeedback |
| | a feedback to play when the zone gets activated
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| MMFeedbacks | DeniedFeedback |
| | a feedback to play when the zone tries to get activated but can't
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| MMFeedbacks | EnterFeedback |
| | a feedback to play when the zone gets entered
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| MMFeedbacks | ExitFeedback |
| | a feedback to play when the zone gets exited
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| UnityEvent | OnActivation |
| | a UnityEvent to trigger when this zone gets activated
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| UnityEvent | OnEnter |
| | a UnityEvent to trigger when this zone gets entered
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| UnityEvent | OnExit |
| | a UnityEvent to trigger when this zone gets exited
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| UnityEvent | OnStay |
| | a UnityEvent to trigger when a character is within the zone
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| override void | OnEnable () |
| | Initializes the dialogue zone.
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| virtual void | EnableCollider (bool status) |
| | Turns collider on or off.
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| virtual IEnumerator | PlayNextDialogue () |
| | Plays the next dialogue in the queue.
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| virtual IEnumerator | AutoNextDialogue () |
| | Automatically goes to the next dialogue line.
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| virtual IEnumerator | Reactivate () |
| | Reactivate the dialogue zone.
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| virtual void | OnDisable () |
| | On disable we disable our input action if needed.
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| virtual IEnumerator | TriggerButtonActionCo () |
| virtual void | Update () |
| virtual void | ActivateZone () |
| | Activates the zone.
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| virtual void | OnTriggerEnter2D (Collider2D collidingObject) |
| | Handles enter collision with 2D triggers.
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| virtual void | OnTriggerExit2D (Collider2D collidingObject) |
| | Handles enter collision with 2D triggers.
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| virtual void | OnTriggerEnter (Collider collidingObject) |
| | Handles enter collision with 2D triggers.
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| virtual void | OnTriggerExit (Collider collidingObject) |
| | Handles enter collision with 2D triggers.
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| virtual void | TriggerEnter (GameObject collider) |
| | Triggered when something collides with the button activated zone.
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| virtual void | TriggerExit (GameObject collider) |
| | Triggered when something exits the water.
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| virtual bool | TestForLastObject (GameObject collider) |
| | Tests if the object exiting our zone is the last remaining one.
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| virtual bool | CheckConditions (GameObject collider) |
| | Determines whether or not this zone should be activated.
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Add this class to an empty component. It requires a Collider or Collider2D, set to "is trigger". You can then customize the dialogue zone through the inspector.