G1R AngelScript
Scripting reference for the Gothic 1 Remake
Loading...
Searching...
No Matches
UConversationGroup Class Reference

Group that combines all Conversation Abilities of participating characters in one object, so that we can execute Tasks on each of the characters to play out the conversation. More...

Public Member Functions

Functions
bool HasTopicsToTalkAbout () const
 Does the given character has available topics to talk about now.
void ForceEndConversation ()
 Requests all participants to end conversation and to leave this group. ends active task as cancelled.
FVector GetCenterOfConversation () const
 Returns the center position of all participants.
UGameplayAbility_AI GetParticipantFromTopic (const UConversationTopic Topic) const
 Returns UGameplayAbility_AI of the ForCharacter in the ConversationTopic if it's in Participants, returns nullptr otherwise.
FName GetParticipantName (const UGameplayAbility_AI Participant) const
 Returns the given participants (technical) character name.
UAbilityTask_HandleSubdialog GetSubdialogToReturnTo (int Level) const
 From the current Act-Task, which subdialog would returning this far get us?
UConversationTopic FindPotentialInitialForcedTopic (UGameplayAbility_AI Other)
 Returns the next forced topic that would be done in the current situation.
bool IsActingTopic () const
 Returns true, if a topic is being acted right now (instead of waiting in the UI).
bool IsEmpty () const
 Whether there are still people talking in this group.
bool IsInSubdialog () const
 Returns true, if the conversation is currently within a subdialog.
bool IsParticipating (const AActor AvatarActor) const
 Returns true if the given actor appears in the list of participants.
void RequestEndConversation ()
 Requests all participants to end the conversation and to leave this group. ends active task as success.
Public Member Functions inherited from UObject
bool MarkPackageDirty () const
void RemoveFromRoot ()
bool GetIsRooted () const
bool IsTransient () const
bool Modify (bool bAlwaysMarkDirty=true)
void SetTransactional (bool bTransactional)
bool IsSupportedForNetworking () const
UClass GetClass () const
UObject GetOuter () const
UObject GetTypedOuter (TSubclassOf< UObject > Target) const
 Traverses the outer chain searching for the next object of a certain type.
UPackage GetOutermost () const
UPackage GetPackage () const
void AddToRoot ()
UWorld GetWorld () const
FName GetName () const
FString GetFullName (const UObject StopOuter=nullptr) const
FString GetPathName (const UObject StopOuter=nullptr) const
bool IsA (const UClass Class) const
 Returns true if this object is of the specified type, or a child of that type.
void SaveConfig ()
void LoadConfig ()
void ReloadConfig ()
void CopyScriptPropertiesFrom (const UObject OtherObject)
void opCast (?&Address) const
FString ToString () const

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

Variables
const FVector CenterOfConversation
 Returns the center position of all participants.
Public Attributes inherited from UObject
const UClass Class
const UObject Outer
const UPackage Outermost
const UPackage Package
const UWorld World
const FName Name
const bool IsRooted

Detailed Description

Group that combines all Conversation Abilities of participating characters in one object, so that we can execute Tasks on each of the characters to play out the conversation.

The initiator is the one who gets to see the choice UI.

Member Function Documentation

◆ FindPotentialInitialForcedTopic()

UConversationTopic FindPotentialInitialForcedTopic ( UGameplayAbility_AI Other)

Returns the next forced topic that would be done in the current situation.

◆ ForceEndConversation()

void ForceEndConversation ( )

Requests all participants to end conversation and to leave this group. ends active task as cancelled.

◆ GetCenterOfConversation()

FVector GetCenterOfConversation ( ) const

Returns the center position of all participants.

◆ GetParticipantFromTopic()

UGameplayAbility_AI GetParticipantFromTopic ( const UConversationTopic Topic) const

Returns UGameplayAbility_AI of the ForCharacter in the ConversationTopic if it's in Participants, returns nullptr otherwise.

◆ GetParticipantName()

FName GetParticipantName ( const UGameplayAbility_AI Participant) const

Returns the given participants (technical) character name.

◆ GetSubdialogToReturnTo()

UAbilityTask_HandleSubdialog GetSubdialogToReturnTo ( int Level) const

From the current Act-Task, which subdialog would returning this far get us?

◆ HasTopicsToTalkAbout()

bool HasTopicsToTalkAbout ( ) const

Does the given character has available topics to talk about now.

◆ IsActingTopic()

bool IsActingTopic ( ) const

Returns true, if a topic is being acted right now (instead of waiting in the UI).

◆ IsEmpty()

bool IsEmpty ( ) const

Whether there are still people talking in this group.

◆ IsInSubdialog()

bool IsInSubdialog ( ) const

Returns true, if the conversation is currently within a subdialog.

◆ IsParticipating()

bool IsParticipating ( const AActor AvatarActor) const

Returns true if the given actor appears in the list of participants.

◆ RequestEndConversation()

void RequestEndConversation ( )

Requests all participants to end the conversation and to leave this group. ends active task as success.

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ CenterOfConversation

const FVector CenterOfConversation

Returns the center position of all participants.