YaCharacterDialog¶
Beta
YaCharacterDialog
is an object representing dialogues on speakers.Functions¶
boolean IsValid()Beta
Returns true if the struct is valid.
number AddDialogWithQuestID(number dialogID, number questID, number speakerID, [number customTriggerID])Beta
Adds a dialogue with a quest to a speaker.
dialogID
The unique identifier of the dialoguequestID
The unique identifier of the questspeakerID
The EntityID of the speakercustomTriggerID
Used to group UI dialogues
number AddDialog(number dialogID, number speakerID, [number customTriggerID])Beta
Adds a dialogue to a speaker.
dialogID
The unique identifier of the dialoguespeakerID
The EntityID of the speakercustomTriggerID
Used to group UI dialogues
boolean ContainsDialog(number dialogSN)Beta
Returns true if the speaker contains an interactable dialogue.
dialogSN
The serial number of the dialogue
boolean RemoveDialog(number dialogSN)Beta
Removes an interactable dialogue for the speaker.
dialogSN
The serial number of the dialogue
number GetDialogsCount(number speakerID)Beta
Gets the number of interactable dialogues on the speaker.
speakerID
The EntityID of the speaker
Gets the dialogue list of interactable dialogues on the speaker.
speakerID
The EntityID of the speaker
boolean TryAddCompletedDialog(number dialogID, number speakerID, number dialogSN)Beta
Records the finished dialogue for a speaker.
dialogID
The unique identifier of the dialoguespeakerID
The EntityID of the speakerdialogSN
The serial number of the dialogue
boolean ContainsCompletedDialog(number dialogSN)Beta
Returns true if the dialogue is finished for the speaker.
dialogSN
The serial number of the dialogue
boolean ContainsCompletedDialogByAny(number dialogID)Beta
Returns true if the speaker has completed the dialogue.
dialogID
The unique identifier of the dialogue
boolean RemoveCompletedDialog(number dialogSN)Beta
Removes the completed dialogues recorded on the speaker.
dialogSN
The serial number of the dialogue
void EnterDialogState(number dialogID, number speakerID, number dialogSN, [number customTriggerID])Beta
Enters a dialogue with a speaker.
dialogID
The unique identifier of the dialoguespeakerID
The EntityID of the speakerdialogSN
The serial number of the dialoguecustomTriggerID
Used to group UI dialogues
void SelectOption(number dialogSN, number sentenceID, number optionID)Beta
Selects an option in the current dialogue.
dialogSN
The serial number of the dialoguesentenceID
The unique identifier of the sentenceoptionID
The unique identifier of the option
YaDialogSelectOption[] GetSelectOptions()Beta
Gets all options of the speaker. Call it in the dialogue end event.
void ExitDialogState()Beta
Interrupts the dialogue of the speaker.
void DialogStateEnds()Beta
Completes the dialogue of the speaker.
boolean IsInDialogState()Beta
Returns true if the speaker is in a dialogue.
YaDialogState GetDialogState()Beta
Gets the dialogue state of the speaker.
Events¶
Fired when new dialogues are added to the speaker.