### Wwise Sequencer Command Setup and Usage Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/wwise This snippet demonstrates how to set up and use the Wwise sequencer command within the Dialogue System for Unity. It covers importing the necessary package and provides syntax and examples for the Wwise() command, which plays Wwise events. ```Unity C# Install the package: Plugins ► Pixel Crushers ► Dialogue System ► Third Party Support ► Wwise Support ``` ```Sequencer Wwise(_event_, [_gameObject_], [nostop]) ``` ```Sequencer Example Wwise(entrytag) ``` -------------------------------- ### Quest Log UI Initialization and State Management (C#) Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/class_pixel_crushers_1_1_dialogue_system_1_1_wrappers_1_1_unity_u_i_quest_log_window Manages the initial setup and state transitions for the Unity UI quest log. Includes functions to hide panels on start and set up listeners for state change buttons. ```csharp override void Start () | Hide the main panel and all of the templates on start. void SetStateButtonListeners () void SetStateToggleButtons () ``` -------------------------------- ### Start Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/class_pixel_crushers_1_1_dialogue_system_1_1_dialogue_system_controller Initializes the Dialogue System, ensuring a single instance and starting alert monitoring. ```APIDOC ## POST /websites/pixelcrushers_dialogue_system_manual2x_html/Start ### Description Initializes the Dialogue System by enforcing a single instance and starting alert monitoring. ### Method POST ### Endpoint /websites/pixelcrushers_dialogue_system_manual2x_html/Start ### Response #### Success Response (200) - **status** (string) - Indicates success or failure of the operation. #### Response Example ```json { "status": "success" } ``` ``` -------------------------------- ### MMF() Sequencer Command Example Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/feel Example of using the MMF() sequencer command to control a Feel MMF_Player component. This command allows playing, stopping, resetting, or reverting the MMF_Player, with optional subject targeting and repeat counts. ```csharp MMF(play); Mmf(stop){end} ``` -------------------------------- ### Start() Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/class_pixel_crushers_1_1_dialogue_system_1_1_unity_g_u_i_1_1_g_u_i_visible_control The virtual Start method for the GUIVisibleControl class, typically called once when the object becomes active. ```APIDOC ## Start() ### Description Virtual method called when the control starts. ### Method virtual void ### Endpoint N/A (Local Method) ### Parameters None ### Request Example None ### Response #### Success Response None #### Response Example None ``` -------------------------------- ### Start() Method Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/class_pixel_crushers_1_1_saver The Start method is a standard Unity lifecycle method called before the first frame update. It is typically used for initialization that depends on other objects being initialized. ```APIDOC ## POST /websites/pixelcrushers_dialogue_system_manual2x_html/Start ### Description Standard Unity lifecycle method called before the first frame update. Used for initialization that depends on other objects being initialized. ### Method POST ### Endpoint /websites/pixelcrushers_dialogue_system_manual2x_html/Start ### Parameters No parameters are required for this method. ### Request Example ```json {} ``` ### Response #### Success Response (200) - **status** (string) - Indicates the operation was successful. #### Response Example ```json { "status": "Start processed" } ``` ``` -------------------------------- ### UI Setup and Control Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/functions_func_s Methods related to the setup and control of various UI elements within the Dialogue System. ```APIDOC ## UI Setup and Control ### Description This section details methods for initializing and managing UI components such as buttons, panels, and subtitle controls. ### Methods - **SetupContinueButton()**: Initializes the continue button for conversations. - **SetupDialoguePanels()**: Sets up dialogue panels for displaying dialogue. - **SetupPlayerPrefab()**: Configures the player prefab for integration with specific kits. - **SetupQuestTrackInstance()**: Initializes the quest tracker UI. - **SetupSettings()**: Configures system settings, potentially for Adventure Creator integration. - **SetupTemplateButtonNavigation()**: Sets up navigation for template buttons in UI menus. - **ShowContinueButton()**: Makes the continue button visible. - **ShowContinueButtonAfterBlockDuration()**: Shows the continue button after a specified duration. - **ShowContinueButtonAtEndOfFrame()**: Schedules the continue button to appear at the end of the current frame. - **ShowContinueButtonNow()**: Immediately displays the continue button. - **ShowControls()**: Displays UI controls. - **ShowControlsOrUsableUI()**: Shows either standard controls or a usable UI element. - **ShowActorInPanel()**: Displays a character actor within a specific panel. - **ShowAddActionMenu()**: Opens a menu for adding actions, likely in an editor context. - **ShowAfterPanelsClose()**: Makes an element visible after associated panels are closed. - **ShowAlert()**: Displays an alert message to the user. - **ShowAlertNode()**: Triggers an alert node, likely from a visual scripting system like Makinom. - **ShowIndicator()**: Displays a visual indicator, often used for Quick Time Events (QTEs). - **ShowLastNPCSubtitle()**: Shows the subtitle of the last NPC spoken to. - **ShowMessage()**: Displays a generic message, typically used by alert controls. ``` -------------------------------- ### MAPlaylistClip Start Method Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/class_pixel_crushers_1_1_dialogue_system_1_1_sequencer_commands_1_1_sequencer_command_m_a_playlist_clip-members Details the Start method for the MAPlaylistClip Sequencer Command. ```APIDOC ## MAPlaylistClip.Start() ### Description Starts the execution of the MAPlaylistClip command, typically used for playing audio clips. ### Method * **Start()** ``` -------------------------------- ### SequencerCommandMAUnpauseMixer Start Method Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/class_pixel_crushers_1_1_dialogue_system_1_1_sequencer_commands_1_1_sequencer_command_m_a_unpause_mixer-members Documentation for the `Start()` method specifically for the `SequencerCommandMAUnpauseMixer` class. ```APIDOC ## SequencerCommandMAUnpauseMixer Start Method ### Description This documents the `Start()` method for the `SequencerCommandMAUnpauseMixer` class, used to unpause the audio mixer. ### Method #### `Start()` - **Description**: Initiates the unpausing of the audio mixer for the dialogue sequence. - **Method**: `inline` ``` -------------------------------- ### Multiple Classes with 'Start' Method Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/functions_s The 'Start' method is a common Unity lifecycle method found in numerous classes within the PixelCrushers Dialogue System, indicating initialization routines. ```APIDOC ## Start ### Description The 'Start' method is a Unity lifecycle event called on the first frame an object is enabled. It's implemented across many classes in the Dialogue System for initialization purposes, including UI elements, controllers, support bridges, and various triggers. ### Method Method Call (Unity Lifecycle) ### Endpoint N/A ### Parameters N/A ### Request Example N/A ### Response N/A ``` -------------------------------- ### SequencerCommandEyeControl Start Method Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/class_pixel_crushers_1_1_dialogue_system_1_1_sequencer_commands_1_1_sequencer_command_eye_control-members Documentation for the Start method of the SequencerCommandEyeControl. ```APIDOC ## SequencerCommandEyeControl Start Method ### Description This method is called to initiate the functionality of the `SequencerCommandEyeControl`. ### Method `Start()` ### Endpoint N/A (This is a method call within the Unity engine lifecycle or sequencer execution) ### Parameters None directly for this `Start()` overload. ### Request Body N/A ### Response N/A (This method typically handles internal state changes and actions) ### Notes This method is likely part of the Unity message pipeline or the sequencer's command execution flow. ``` -------------------------------- ### Sequencer Command Example Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/yarn An example of using the 'seq' command to add Cutscene Sequences to dialogue, demonstrating the use of nested commands like Audio and AnimatorPlay. ```Yarn <> ``` -------------------------------- ### SequencerCommandSwitchCamera Start Method Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/class_pixel_crushers_1_1_dialogue_system_1_1_sequencer_commands_1_1_sequencer_command_switch_camera This snippet documents the Start() method of the SequencerCommandSwitchCamera class. This inline method is called when the sequencer command begins execution, typically to initiate the camera switching process. ```csharp void PixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandSwitchCamera.Start() ``` -------------------------------- ### SequencerCommandSwitchCamera Start Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/class_pixel_crushers_1_1_dialogue_system_1_1_sequencer_commands_1_1_sequencer_command_switch_camera-members The Start method for the SequencerCommandSwitchCamera class, used to initiate camera switching. ```APIDOC ## SequencerCommandSwitchCamera Start ### Description Starts the camera switching process. ### Method POST ### Endpoint Not applicable (this is a method within a class) ### Parameters None ### Request Example ```csharp // Example usage within C# script: SequencerCommandSwitchCamera switchCameraCommand = new SequencerCommandSwitchCamera(); switchCameraCommand.Start(); ``` ### Response #### Success Response (200) Void #### Response Example ```json { "example": "void" } ``` ``` -------------------------------- ### SequencerCommandEyesAffinity Start Method Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/class_pixel_crushers_1_1_dialogue_system_1_1_sequencer_commands_1_1_sequencer_command_eyes_affinity Documentation for the Start method of the SequencerCommandEyesAffinity class, indicating it's an inline function called when the command begins execution. ```csharp void PixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandEyesAffinity.Start | ( | | ) | inline ``` -------------------------------- ### Start Quest Log Window Initialization in Unity UI Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/class_pixel_crushers_1_1_dialogue_system_1_1_unity_u_i_quest_log_window Initializes the Unity UI quest log window on start by hiding the main panel and all templates. This method overrides a base class method. ```csharp override void PixelCrushers.DialogueSystem.UnityUIQuestLogWindow.Start() { // Implementation details... } ``` -------------------------------- ### Start - Initialization Method Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/class_pixel_crushers_1_1_dialogue_system_1_1_bark_trigger The Start method is called before the first frame update, used for initialization of the BarkTrigger. It can override initialization logic from the base class BarkStarter. ```csharp override void PixelCrushers.DialogueSystem.BarkTrigger.Start() ``` -------------------------------- ### MASetPlaylistVolume Sequencer Command Example (C#) Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/class_pixel_crushers_1_1_dialogue_system_1_1_sequencer_commands_1_1_sequencer_command_m_a_set_playlist_volume Demonstrates the MASetPlaylistVolume command, which is used to set the playlist volume in the PixelCrushers Dialogue System. It inherits from SequencerCommand and has an overridden Start method. The Initialize methods are inherited and used for setup. ```csharp public class SequencerCommandMASetPlaylistVolume : SequencerCommand { public void Start() { // Implementation for starting the command } // Inherited methods: // public void Initialize(Sequencer sequencer, string endMessage, Transform speaker, Transform listener, params string[] parameters) // public void Initialize(Sequencer sequencer, Transform speaker, Transform listener, params string[] parameters) } ``` -------------------------------- ### PixelCrushers.DialogueSystem.Tools.GetFullName() Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/class_pixel_crushers_1_1_dialogue_system_1_1_tools Gets the full hierarchical name of a GameObject, starting from the root. ```APIDOC ## GET /GetFullName ### Description Gets the full name of a GameObject, following the hierarchy down from the root. ### Method GET ### Endpoint /GetFullName ### Parameters #### Query Parameters - **go** (GameObject) - Required - The GameObject to get the full name for. ### Response #### Success Response (200) - **string** - The full hierarchical name of the GameObject. #### Response Example ```json "Root/Parent/Child" ``` ``` -------------------------------- ### Start Method Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/class_pixel_crushers_1_1_dialogue_system_1_1_sequencer_commands_1_1_sequencer_command_load_level-members Initiates the sequence loading process. ```APIDOC ## Start Method ### Description Starts the process of loading the sequence, likely preparing it for playback. ### Method `Start()` ### Parameters No parameters required. ### Notes This method belongs to `SequencerCommandLoadLevel`, suggesting a specific type of sequence loading. ``` -------------------------------- ### Initialization and Setup Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/class_pixel_crushers_1_1_dialogue_system_1_1_dialogue_system_controller Functions related to initializing and setting up the dialogue system and its components. ```APIDOC ## Initialization and Setup ### Description Functions for initializing the dialogue system, loading resources, and preparing the UI. ### Methods - **Awake** Initializes the component by setting up the dialogue database and preparing the dialogue UI. - **Start** Starts by enforcing only one instance is specified. - **PreloadMasterDatabase** Preloads the master database. - **PreloadDialogueUI** Preloads the dialogue UI. - **PreloadResources** Preloads the resources used by the Dialogue System to avoid delays caused by lazy loading. - **WarmUpConversationController** Stops and starts a fake conversation to initialize things to avoid a small delay the first time a conversation starts. ``` -------------------------------- ### Configure Dialogue System Trigger for On Use Conversation Start Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/tutorial_interaction This setup configures a Dialogue System Trigger to start a conversation when the player uses an interactable object. It leaves the trigger condition as 'On Use' and specifies the conversation to start. ```json { "Dialogue System Trigger": { "Trigger": "On Use", "Actions": [ { "Type": "Start Conversation", "Conversation": "Sergeant Graves" } ] } } ``` -------------------------------- ### Opening and Initialization Methods Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/functions_o Documentation for methods that open or initialize various UI elements, windows, and systems. ```APIDOC ## Opacity : PixelCrushers.DialogueSystem.Articy.Articy_4_0.LocationImageType ### Description Represents the opacity setting for a location image type in Articy. ### Method ### Endpoint ### Parameters #### Query Parameters #### Request Body ### Request Example ### Response #### Success Response (200) #### Response Example ## open() ### Description Opens a library or resource. ### Method ### Endpoint ### Parameters #### Query Parameters #### Request Body ### Request Example ### Response #### Success Response (200) #### Response Example ## Open() ### Description Opens various UI elements such as the main menu, dialogue system editor, or demo. ### Method ### Endpoint ### Parameters #### Query Parameters #### Request Body ### Request Example ### Response #### Success Response (200) #### Response Example ## open : PixelCrushers.DialogueSystem.FaceFXSupport.FaceFXControllerScript ### Description Opens the FaceFX controller script. ### Method ### Endpoint ### Parameters #### Query Parameters #### Request Body ### Request Example ### Response #### Success Response (200) #### Response Example ## Open() : PixelCrushers.DialogueSystem.IDialogueUI, PixelCrushers.DialogueSystem.NGUISupport.NGUIDialogueUI, PixelCrushers.DialogueSystem.QuestLogWindow, PixelCrushers.DialogueSystem.Sequencer, PixelCrushers.DialogueSystem.SMSDialogueUI, PixelCrushers.DialogueSystem.StandardDialogueUI, PixelCrushers.DialogueSystem.StandardUISubtitlePanel, PixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProDialogueUI, PixelCrushers.DialogueSystem.UnityGUI.UnityDialogueUI, PixelCrushers.DialogueSystem.UnityUIDialogueUI ### Description Opens the dialogue UI, quest log, sequencer, or subtitle panels. ### Method ### Endpoint ### Parameters #### Query Parameters #### Request Body ### Request Example ### Response #### Success Response (200) #### Response Example ## open : PixelCrushers.TextTableEditorWindow.SearchBarSettings ### Description Opens the search bar settings for the Text Table Editor. ### Method ### Endpoint ### Parameters #### Query Parameters #### Request Body ### Request Example ### Response #### Success Response (200) #### Response Example ## Open() : PixelCrushers.UIPanel ### Description Opens a UI panel. ### Method ### Endpoint ### Parameters #### Query Parameters #### Request Body ### Request Example ### Response #### Success Response (200) #### Response Example ## OpenAbandonPopup() ### Description Opens the popup window for abandoning a quest. ### Method ### Endpoint ### Parameters #### Query Parameters #### Request Body ### Request Example ### Response #### Success Response (200) #### Response Example ## OpenDialogueEditorWindow() ### Description Opens the main Dialogue Editor window. ### Method ### Endpoint ### Parameters #### Query Parameters #### Request Body ### Request Example ### Response #### Success Response (200) #### Response Example ## OpenDialogueEntry() ### Description Opens a specific dialogue entry within the Dialogue Editor. ### Method ### Endpoint ### Parameters #### Query Parameters #### Request Body ### Request Example ### Response #### Success Response (200) #### Response Example ## OpenGuild() ### Description Opens the guild interface. ### Method ### Endpoint ### Parameters #### Query Parameters #### Request Body ### Request Example ### Response #### Success Response (200) #### Response Example ## OpenOnStartConversation() ### Description Opens the subtitle panel when a conversation starts. ### Method ### Endpoint ### Parameters #### Query Parameters #### Request Body ### Request Example ### Response #### Success Response (200) #### Response Example ## OpenRevive() ### Description Opens the revive interface. ### Method ### Endpoint ### Parameters #### Query Parameters #### Request Body ### Request Example ### Response #### Success Response (200) #### Response Example ## OpenRichText() ### Description Opens the rich text display. ### Method ### Endpoint ### Parameters #### Query Parameters #### Request Body ### Request Example ### Response #### Success Response (200) #### Response Example ## OpenSubtitlePanelLikeStart() ### Description Opens subtitle panels in a manner similar to starting a conversation. ### Method ### Endpoint ### Parameters #### Query Parameters #### Request Body ### Request Example ### Response #### Success Response (200) #### Response Example ## OpenSubtitlePanelsOnStart() ### Description Opens subtitle panels when the system starts. ### Method ### Endpoint ### Parameters #### Query Parameters #### Request Body ### Request Example ### Response #### Success Response (200) #### Response Example ## OpenSubtitlePanelsOnStartConversation() ### Description Opens subtitle panels at the beginning of a conversation. ### Method ### Endpoint ### Parameters #### Query Parameters #### Request Body ### Request Example ### Response #### Success Response (200) #### Response Example ## openTokenTypes : PixelCrushers.DialogueSystem.UnityUITypewriterEffect ### Description Opens token types for the Unity UI typewriter effect. ### Method ### Endpoint ### Parameters #### Query Parameters #### Request Body ### Request Example ### Response #### Success Response (200) #### Response Example ## OpenTrading() ### Description Opens the trading interface. ### Method ### Endpoint ### Parameters #### Query Parameters #### Request Body ### Request Example ### Response #### Success Response (200) #### Response Example ## OpenTranslateDatabasePanel() ### Description Opens the panel for translating dialogue databases. ### Method ### Endpoint ### Parameters #### Query Parameters #### Request Body ### Request Example ### Response #### Success Response (200) #### Response Example ## OpenUniqueIDWindow() ### Description Opens the window for managing unique IDs. ### Method ### Endpoint ### Parameters #### Query Parameters #### Request Body ### Request Example ### Response #### Success Response (200) #### Response Example ``` -------------------------------- ### Start Quest in PixelCrushers Dialogue System Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/class_pixel_crushers_1_1_dialogue_system_1_1_quest_log Initiates a quest by setting its state to active. This function requires the name of the quest to be started as a string parameter. An example call is provided. ```csharp PixelCrushers.DialogueSystem.QuestLog.StartQuest(string _questName_); // Example: StartQuest("Kill 5 Rats"); ``` -------------------------------- ### Yarn Importer: Actor Regex Example Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/yarn A regular expression used to extract actor names from Yarn dialogue lines. This example captures text from the start of the line up to the first colon. ```Regex ^(.+?)\: ``` -------------------------------- ### Yarn Importer: Line Prefix Regex Example Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/yarn A regular expression used to remove prefixes from Yarn dialogue lines, often used in conjunction with the Actor Regex. This example strips characters from the start of the line up to and including the first colon and any subsequent whitespace. ```Regex ^.+?\:\s* ``` -------------------------------- ### WelcomeWindow API Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/class_pixel_crushers_1_1_dialogue_system_1_1_welcome_window Documentation for the WelcomeWindow class, including its static methods and public attributes. ```APIDOC ## Class: WelcomeWindow ### Description This is the Dialogue System welcome window. It provides easy shortcuts to tools, documentation, and support. ### Methods #### Static Public Member Functions ##### ShowWindow (static) - **Description**: Displays the Welcome Window. - **Method**: static - **Return Type**: WelcomeWindow - **Parameters**: None ### Attributes #### Public Attributes ##### showOnStart - **Description**: Determines if the welcome window should be shown on start. - **Type**: bool - **Default Value**: true ### File Information - **File**: C:/Dev/Dialogue System/Dev/Release2/Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Editor/Tools/Setup Wizards/WelcomeWindow.cs ### Version - **Dialogue System**: 2.2.64.1 ``` -------------------------------- ### Original Camera Position Property Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/class_pixel_crushers_1_1_dialogue_system_1_1_sequencer Gets or sets the original camera position at the start of a conversation. The camera is restored to this position when the conversation ends, but it can be modified. ```csharp Vector3 PixelCrushers.DialogueSystem.Sequencer.originalCameraPosition { get; set; } ``` -------------------------------- ### Import Feel Support Package Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/feel Instructions to import the Feel Support package into your Unity project. This adds new feedback capabilities to the Dialogue System. ```text Plugins ► Pixel Crushers ► Dialogue System ► Third Party Support ► Feel Support ``` -------------------------------- ### Original Camera Rotation Property Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/class_pixel_crushers_1_1_dialogue_system_1_1_sequencer Gets or sets the original camera rotation at the start of a conversation. This allows the camera to be reset to its initial orientation after a dialogue sequence. ```csharp Quaternion PixelCrushers.DialogueSystem.Sequencer.originalCameraRotation { get; set; } ``` -------------------------------- ### Starting and Stopping Conversations with DialogueManager Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/scripting Provides examples for initiating and terminating conversations. StartConversation requires the conversation name and transforms for the actor and conversant. StopConversation ends the current dialogue. ```csharp DialogueManager.StartConversation("Some Conversation", actor.transform, conversant.transform); DialogueManager.StopConversation(); ``` -------------------------------- ### NGUIQuestTracker.Start() Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/class_pixel_crushers_1_1_dialogue_system_1_1_n_g_u_i_support_1_1_n_g_u_i_quest_tracker Initializes the quest tracker. Waits for a short duration to ensure other start methods have completed before updating the tracker. ```APIDOC ## POST /websites/pixelcrushers_dialogue_system_manual2x_html/NGUIQuestTracker/Start ### Description Initializes the NGUI quest tracker. It waits for 0.5 seconds to allow other start methods to potentially alter quest states before updating the tracker. ### Method POST ### Endpoint /websites/pixelcrushers_dialogue_system_manual2x_html/NGUIQuestTracker/Start ### Parameters #### Path Parameters None #### Query Parameters None #### Request Body None ### Request Example ```json {} ``` ### Response #### Success Response (200) Indicates the method was executed successfully. #### Response Example ```json { "message": "Start method executed successfully." } ``` ``` -------------------------------- ### Original Orthographic Size Property Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/class_pixel_crushers_1_1_dialogue_system_1_1_sequencer Gets or sets the original 2D camera orthographic size at the start of a conversation. This is used to restore the camera's zoom level after a dialogue sequence. ```csharp float PixelCrushers.DialogueSystem.Sequencer.originalOrthographicSize { get; set; } ``` -------------------------------- ### Awake() Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/class_pixel_crushers_1_1_dialogue_system_1_1_dialogue_system_controller Initializes the Dialogue System component, setting up the dialogue database and preparing the UI. ```APIDOC ## Awake() ### Description Initializes the component by setting up the dialogue database and preparing the dialogue UI. If the assigned UI is a prefab, an instance is added. If no UI is assigned, the default UI is loaded. ### Method `void` ### Endpoint `PixelCrushers.DialogueSystem.DialogueSystemController.Awake()` ### Parameters #### Path Parameters * None #### Query Parameters * None #### Request Body * None ### Request Example ```json { "example": "No request body for this method." } ``` ### Response #### Success Response (200) * **void**: This method does not return a value. #### Response Example ```json { "example": "No response body for this method." } ``` ``` -------------------------------- ### Open Conversation GUI in C# Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/interface_pixel_crushers_1_1_dialogue_system_1_1_i_dialogue_u_i Called when a conversation starts. Use this method to perform setup tasks, such as displaying conversation GUI controls. It's implemented in multiple UI classes like NGUIdialogueUI and StandardDialogueUI. ```csharp void PixelCrushers.DialogueSystem.IDialogueUI.Open() ``` -------------------------------- ### Initialize() Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/class_pixel_crushers_1_1_dialogue_system_1_1_standard_u_i_quest_track_template Initializes the quest tracking UI template. ```APIDOC ## Initialize() ### Description Initializes the quest tracking UI template. ### Method `virtual void` ### Endpoint N/A (Method within a class) ### Parameters #### Path Parameters None #### Query Parameters None #### Request Body None ### Request Example ```csharp // Example usage (assuming instance of StandardUIQuestTrackTemplate) // instance.Initialize(); ``` ### Response #### Success Response (200) N/A (void method) #### Response Example N/A ``` -------------------------------- ### Setting and Getting Mutual Statuses in Lua Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/logic_and_lua Provides examples of using the `SetStatus` and `GetStatus` Lua functions to manage mutual statuses between two assets. These functions are crucial for tracking states like 'Home' between a player and a location. ```lua SetStatus( Actor["Player"], Location["Apartment_3B"], "Home" ) ``` ```lua GetStatus( Actor["Player"], Location["Apartment_3B"] ) == "Home" ``` -------------------------------- ### Sequencer Command Syntax Examples Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/cutscene_sequences Provides various examples of sequencer command syntax, illustrating different functionalities such as camera control, animation playback, audio cues, message handling, and conditional execution. It shows how to specify timing with '@seconds' and how to make commands required for sequential integrity. ```sequencer Fade(in); Camera(Closeup, listener); Animation(jump)@2.5; AudioWait(whisper)->Message(AllDone); required AnimatorPlay(idle)@Message(AllDone) ``` -------------------------------- ### Runtime Arcweave Import Example - C# Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/arcweave Demonstrates how to import Arcweave content into a Dialogue Database at runtime using the ArcweaveImporter. This requires a JSON preferences asset, a DialogueDatabase, and a Template object. The Import method handles the setup and loading. ```csharp using UnityEngine; using PixelCrushers.DialogueSystem; using PixelCrushers.DialogueSystem.ArcweaveSupport; public class TestRuntimeImport : MonoBehaviour { public TextAsset prefs; public DialogueDatabase database; public void Start() { database.Clear(); var importer = new ArcweaveImporter(); importer.Import(prefs.text, database, Template.FromDefault()); } } ``` -------------------------------- ### Define Start Event Actions (C#) Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/class_pixel_crushers_1_1_dialogue_system_1_1_set_active_on_dialogue_event The 'onStart' property is an array of SetActiveAction objects. These actions are executed when a dialogue event, such as OnConversationStart, is triggered. This allows for dynamic control over game object activity during dialogue. ```csharp SetActiveAction [] PixelCrushers.DialogueSystem.SetActiveOnDialogueEvent.onStart = new SetActiveAction[0] ``` -------------------------------- ### Disable Player Control During Conversation using Dialogue System Events Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/tutorial_interaction This setup uses a Dialogue System Events component to disable player controls and the Proximity Selector when a conversation starts and re-enable them when it ends. This prevents player input during dialogue. ```json { "Dialogue System Events": { "On Conversation Start": [ { "Target": "Player", "Component": "Platformer2DUserControl", "Property": "enabled", "Value": false }, { "Target": "Player", "Component": "ProximitySelector", "Property": "enabled", "Value": false } ], "On Conversation End": [ { "Target": "Player", "Component": "Platformer2DUserControl", "Property": "enabled", "Value": true }, { "Target": "Player", "Component": "ProximitySelector", "Property": "enabled", "Value": true } ] } } ``` -------------------------------- ### Setup Player Prefab - Dialogue System Editor Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/class_pixel_crushers_1_1_dialogue_system_1_1_topdown_kit_support_1_1_dialogue_system_topdown_kit_menu_items Sets up the player prefab for use with the Dialogue System within the Topdown Kit. This static method is part of the editor scripts for integration. ```csharp static void SetupPlayerPrefab () { // ... implementation details ... } ``` -------------------------------- ### BarkDialogueUI: Opening and Closing Conversations Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/class_pixel_crushers_1_1_dialogue_system_1_1_bark_dialogue_u_i These methods are called when a conversation starts and ends, respectively. Use `Open()` for initial setup, like displaying conversation GUI controls, and `Close()` for cleanup, such as hiding them. ```csharp void Open () { // Called when a conversation starts, use Open() to do any setup – for example, to show the conversation GUI controls. } void Close () { // Called when a conversation ends, use Close() to clean up – for example, to hide the conversation GUI controls. } ``` -------------------------------- ### Open Conversation UI in C# Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/class_pixel_crushers_1_1_dialogue_system_1_1_bark_dialogue_u_i Called when a conversation begins, this method is used to perform initial setup for the conversation's UI. For example, it can be used to make the conversation GUI controls visible. ```csharp public void Open() { // Implementation to open the conversation UI } ``` -------------------------------- ### Default Sequence Example: AudioWait with Entrytag Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/cutscene_sequences This example demonstrates how to use the 'entrytag' keyword in a default sequence to play an audio clip. The 'AudioWait()' command will dynamically use the entrytag of the current dialogue entry to find and play the corresponding audio file. ```Dialogue System Sequence AudioWait(entrytag) ``` -------------------------------- ### Typewriter Effect Control Methods Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/class_pixel_crushers_1_1_dialogue_system_1_1_abstract_typewriter_effect Provides methods to control the typewriter effect, including getting and setting typing speed, starting and stopping the typing process, and handling audio playback. These methods are essential for dynamically managing text display in dialogue systems. ```csharp virtual float GetSpeed () virtual void SetSpeed (float charactersPerSecond) void StartTyping (string text, int fromIndex=0) void StopTyping () void StopCharacterAudio () void Stop () ``` -------------------------------- ### Set Quest State Action Example (C#) Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/class_pixel_crushers_1_1_dialogue_system_1_1_set_quest_state_on_dialogue_event Demonstrates how to set a quest state using the SetQuestStateAction class within the Pixel Crushers Dialogue System. This action can be triggered at the start or end of a dialogue event. It takes an actor transform as input. ```csharp public class SetQuestStateAction { // ... (implementation details) } public class SetQuestStateOnDialogueEvent : ActOnDialogueEvent { public SetQuestStateAction[] onStart = new SetQuestStateAction[0]; public SetQuestStateAction[] onEnd = new SetQuestStateAction[0]; // ... (other methods like TryStartActions, TryEndActions, DoAction) } ``` -------------------------------- ### Enable System Language Usage (C#) Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/class_pixel_crushers_1_1_dialogue_system_1_1_display_settings_1_1_localization_settings Demonstrates how to enable automatic detection and use of the system's language at startup. Setting 'useSystemLanguage' to true allows the dialogue system to adapt to the user's system preferences. ```csharp localizationSettings.useSystemLanguage = true; ``` -------------------------------- ### SequencerCommandMAStopMixer Start Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/class_pixel_crushers_1_1_dialogue_system_1_1_sequencer_commands_1_1_sequencer_command_m_a_stop_mixer-members Initiates the Start method for SequencerCommandMAStopMixer. ```APIDOC ## SequencerCommandMAStopMixer Start ### Description Starts the SequencerCommandMAStopMixer. ### Method POST ### Endpoint N/A (Method within a class) ``` -------------------------------- ### Initialize LocalizationSettings (C#) Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/class_pixel_crushers_1_1_dialogue_system_1_1_display_settings_1_1_localization_settings Demonstrates the default constructor for LocalizationSettings. This initializes the settings with default values, allowing for immediate use or further customization. ```csharp PixelCrushers.DialogueSystem.DisplaySettings.LocalizationSettings localizationSettings = new PixelCrushers.DialogueSystem.DisplaySettings.LocalizationSettings(); ``` -------------------------------- ### UnityUIBarkUI Methods Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/class_pixel_crushers_1_1_dialogue_system_1_1_unity_u_i_bark_u_i Documentation for key methods within the UnityUIBarkUI class, including OnContinue(), ShouldShowText(), and Start(). ```APIDOC ## OnContinue() ### Description Called when the continue button is pressed or a continue message is received. ### Method void ### Endpoint N/A (Method within a class) ### Parameters None ### Request Example ```json { "example": "N/A" } ``` ### Response #### Success Response (void) N/A #### Response Example ```json { "example": "N/A" } ``` ## ShouldShowText(Subtitle subtitle) ### Description Indicates whether the bark UI should show the text, based on the textDisplaySetting and subtitle. ### Method bool ### Endpoint N/A (Method within a class) ### Parameters #### Path Parameters None #### Query Parameters None #### Request Body - **subtitle** (Subtitle) - The subtitle object to check. ### Request Example ```json { "example": { "subtitle": "{Your Subtitle Object Here}" } } ``` ### Response #### Success Response (bool) `true` if text should be shown; otherwise, `false`. #### Response Example ```json { "example": true } ``` ## Start() ### Description Unity lifecycle method called when the script instance is being loaded. ### Method void ### Endpoint N/A (Method within a class) ### Parameters None ### Request Example ```json { "example": "N/A" } ``` ### Response #### Success Response (void) N/A #### Response Example ```json { "example": "N/A" } ``` ``` -------------------------------- ### Localized Audio and Animation Playback with Entrytaglocal Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/cutscene_sequences This example shows how to use both 'entrytaglocal' and 'entrytag' in a sequence. 'AudioWait(entrytaglocal)' plays a localized voiceover, while 'AnimatorPlay(entrytag)' plays a language-independent animation state. This is useful for games with multiple language support. ```Dialogue System Sequence AudioWait(entrytaglocal); AnimatorPlay(entrytag) ``` -------------------------------- ### Get Sequencer Command Parameters (C#) Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/class_pixel_crushers_1_1_dialogue_system_1_1_sequencer_commands_1_1_sequencer_command_f_s_m_event-members Methods for retrieving parameters from a sequencer command. This includes getting a single parameter by index with a default value, or getting all parameters. ```csharp GetParameter(int i, string defaultValue=null) ``` ```csharp GetParameters() ``` -------------------------------- ### LuaWizardBase Constructor and Member Functions Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/class_pixel_crushers_1_1_dialogue_system_1_1_lua_wizard_base Provides C# code examples for the constructor and key member functions of the LuaWizardBase class. These functions handle tasks such as adding new variables, finding custom Lua functions, converting resource types, and retrieving default values. ```csharp public LuaWizardBase(DialogueDatabase _database) { // Constructor implementation } public void AddNewVariable(string _newVariableName, FieldType _newVariableType) { // Implementation to add a new variable } public void FindAllCustomLuaFuncs(bool _findConditionFuncs, out CustomLuaFunctionInfoRecord[] _builtinLuaFuncs, out string[] _builtinLuaFuncNames, out CustomLuaFunctionInfoRecord[] _customLuaFuncs, out string[] _customLuaFuncNames) { // Implementation to find custom Lua functions } public static ScriptWizardResourceType GetConditionResourceTypeToScriptResourceType(ConditionWizardResourceType _conditionResourceType) { // Implementation to convert ConditionWizardResourceType to ScriptWizardResourceType return ScriptWizardResourceType.Quest; // Placeholder } protected CustomFieldType GetCustomFieldType(List _assets, int _assetIndex, int _fieldIndex) { // Implementation to get custom field type return CustomFieldType.None; // Placeholder } protected string GetDefaultNewVariableValue(FieldType _fieldType) { // Implementation to get default new variable value return ""; // Placeholder } public string GetLogicalOperatorText(LogicalOperatorType _logicalOperator) { // Implementation to get logical operator text return ""; // Placeholder } public string[] GetQuestEntryNames(string _questName) { // Implementation to get quest entry names return new string[0]; // Placeholder } public static ConditionWizardResourceType GetScriptResourceTypeToConditionResourceType(ScriptWizardResourceType _scriptResourceType) { // Implementation to convert ScriptWizardResourceType to ConditionWizardResourceType return ConditionWizardResourceType.Quest; // Placeholder } public FieldType GetWizardActorFieldType(int _actorFieldIndex) { // Implementation to get wizard actor field type return FieldType.None; // Placeholder } public string GetWizardComparisonText(ComparisonType _comparisonType) { // Implementation to get wizard comparison text return ""; // Placeholder } ``` -------------------------------- ### Start AC Speech Sequence Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/class_pixel_crushers_1_1_dialogue_system_1_1_sequencer_commands_1_1_sequencer_command_a_c_speech-members Starts the AC Speech sequence, typically used for initiating dialogue with voice. ```APIDOC ## Start AC Speech Sequence ### Description Initiates the AC Speech sequence. ### Method POST ### Endpoint /sequencer/acspeech/start ### Response #### Success Response (200) - **status** (string) - Indicates the sequence has started. #### Response Example ```json { "status": "started" } ``` ``` -------------------------------- ### Example Sequencer Commands Using Entrytag Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/cutscene_sequences A collection of example sequencer commands that utilize the 'entrytag' keyword for various functions such as playing legacy animations, audio clips, Mecanim states, and triggering animations. ```Dialogue System Sequence Voice(entrytag,entrytag) ``` ```Dialogue System Sequence Audio(entrytag) ``` ```Dialogue System Sequence AnimatorPlay(entrytag) ``` ```Dialogue System Sequence AnimatorTrigger(entrytag) ``` ```Dialogue System Sequence Animation(entrytag) ``` ```Dialogue System Sequence Camera(entrytag) ``` ```Dialogue System Sequence Delay()@Message(entrytag) ``` -------------------------------- ### StartConversation with Initial Dialogue Entry ID Source: https://www.pixelcrushers.com/dialogue_system/manual2x/html/class_pixel_crushers_1_1_dialogue_system_1_1_dialogue_system_controller Starts a conversation with a specified title, actor, and conversant, and an optional initial dialogue entry ID. If the ID is -1, the conversation starts from the beginning. This overload is useful for resuming conversations or starting at a specific point. ```csharp void StartConversation(string _title_, Transform _actor_, Transform _conversant_, int _initialDialogueEntryID_) ```