The EventBehaviour holds a reference to an Event that can be played at runtime.
EventHandlers
Event
Description
OnEventStart
Subscribe to get notifications immediately before the Event pushes its Entry action.
OnEventExit
Subscribe to get notifications when the Event is about to exit (Called by Exit actions immediately before they would switch scenes).
Advance
Subscribe to get notifications when an IEventAdvancer has indicated the Event should “move forward” (e.g. to skip blocks of text).
Public Properties
Property
Returns
Description
StateMachine
StateMachine
The StatMachine used to run the Event’s Actions
TextDisplay
ITextDisplay
The display responsible for showing dialogue text to the screen.
ActorInfoDisplay
IActorInfoDisplay
The display responsible for showing an Actor’s name and portrait to the screen
OptionsDisplay
IOptionsDisplay
The display responsible for showing a list of Options to the screen, and allowing the player to select between them.
CameraTransitionHandler
ICameraTransitionHandler
The component responsible for referencing and switching between Unity Cameras throughout the lifetime of the Event.
SceneObjectHandler
ISceneObjectHandler
The component responsible for referencing and providing access to various Scene Objects (Transforms) in the scene.
AudioHandler
IAudioHandler
The component responsible for playing any audio that should eminate from the EventBehaviour itself.
Protected Virtual Properties
Property
Returns
Description
ContextLogTemplate
IEventContextLog
Should return a new instance of an IEventContextLog to create the StateMachine’s context log from (override if you need to extend the references accessible in the stock context log by providing your own type).
Public Methods
Method
Returns
Description
StartEvent()
void
Invokes the OnEventStart EventHandler and the runs the Event’s Entry action.
ForceQuitEvent()
void
Immediately exit the current action and move to a new instance of an Exit action
InvokeOnEventExit()
void
Invoke the EventBehaviour’s OnEventExit EventHandler. (Called by the Exit action; if you wish to force exit the Event, call ForceQuitEvent() instead).
ForceInvokeAdvance()
void
Invoke the EventBehaviour’s Advance EventHandler (used by IEventAdvancers)
ListenForAdvances()
void
Start listening for ‘Advance’ EventHandler invocations from any registered IEventAdvancers.
StopListeningForAdvances()
void
Stop listening for ‘Advance’ EventHandler invocations from any registered IEventAdvancers. (Useful if you wish to temporarily ‘pause’ an input that would otherwise trigger the ‘Advance’ invocation on an IEventAdvancer).