106 lines
3.3 KiB
C#
106 lines
3.3 KiB
C#
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// Copyright (c) Pixel Crushers. All rights reserved.
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namespace PixelCrushers.DialogueSystem
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{
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/// <summary>
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/// A bit mask enum that defines the events that can trigger DialogueSystemTrigger.
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/// As the Dialogue System has grown, trigger events were added to the end rather
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/// than reordering the enum (which would break serialization in existing projects).
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/// This is an expanded version of the deprecated DialogueTriggerEvent.
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/// If you modify the list, you must also update the property drawer DialogueSystemTriggerEventDrawer.
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/// </summary>
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[System.Flags]
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public enum DialogueSystemTriggerEvent
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{
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/// <summary>
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/// Trigger when the GameObject receives an OnBarkEnd message
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/// </summary>
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OnBarkEnd = 0x1,
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/// <summary>
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/// Trigger when the GameObject receives an OnConversationEnd message
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/// </summary>
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OnConversationEnd = 0x2,
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/// <summary>
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/// Trigger when the GameObject receives an OnSequenceEnd message
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/// </summary>
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OnSequenceEnd = 0x4,
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/// <summary>
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/// Trigger when another collider enters this GameObject's trigger collider
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/// </summary>
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OnTriggerEnter = 0x8,
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/// <summary>
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/// Trigger when the GameObject starts (e.g., at the start of the level)
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/// </summary>
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OnStart = 0x10,
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/// <summary>
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/// Trigger when the GameObject receives an OnUse message (e.g., from the Selector component)
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/// </summary>
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OnUse = 0x20,
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/// <summary>
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/// Trigger when the trigger script is enabled (allows retriggering if you disable and
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/// re-enable the script or deactivate and re-activate its GameObject.
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/// </summary>
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OnEnable = 0x40,
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/// <summary>
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/// Trigger when another collider exits this GameObject's trigger collider
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/// </summary>
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OnTriggerExit = 0x80,
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/// <summary>
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/// Trigger when the GameObject is disabled
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/// </summary>
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OnDisable = 0x100,
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/// <summary>
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/// Trigger when the GameObject is destroyed
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/// </summary>
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OnDestroy = 0x200,
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/// <summary>
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/// Don't automatically trigger
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/// </summary>
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None = 0x400,
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/// <summary>
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/// Trigger when another collider touches this collider
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/// </summary>
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OnCollisionEnter = 0x800,
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/// <summary>
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/// Trigger when another collider stops touching this collider
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/// </summary>
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OnCollisionExit = 0x1000,
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/// <summary>
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/// Trigger when the GameObject receives an OnBarkStart message
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/// </summary>
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OnBarkStart = 0x2000,
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/// <summary>
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/// Trigger when the GameObject receives an OnConversationStart message
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/// </summary>
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OnConversationStart = 0x4000,
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/// <summary>
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/// Trigger when the GameObject receives an OnSequenceStart message
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/// </summary>
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OnSequenceStart = 0x8000,
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/// <summary>
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/// Trigger after applying save data, or after Save System's Frames To Wait Before Apply Data if not applying save data
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/// </summary>
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OnSaveDataApplied = 0x10000
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}
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}
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