UI (functions)/Dialogue
This page documents the ScriptUI class for Lua scripting.
As a singleton class, it can be accessed from Lua with UI.
WaitInput
UI:WaitInput(anyInput)
Waits for the player to press a button before continuing.
Parameters
| Name | Type | Description |
|---|---|---|
| System.Boolean | System.Boolean | If false, only the Continue button will let the game continue. If true, any button will work. |
Returns
| Type | Description |
|---|---|
| NLua.LuaFunction |
WaitForPlayerInput
UI:WaitForPlayerInput(inputs)
Waits for the player to press at least one of the given inputs before continuing.
If an empty table is supplied, then this function behaves like WaitInput.
Parameters
| Name | Type | Description |
|---|---|---|
| NLua.LuaTable | NLua.LuaTable | A table of inputs, either as InputTypes or as ints. The game will continue if any one of them are hit. If empty, any button will work. |
Returns
| Type | Description |
|---|---|
| NLua.LuaFunction |
WaitShowDialogue
UI.WaitShowDialogue
Type: NLua.LuaFunction
Displays a dialogue box with text, waiting until the player completes it.
Takes a string and an optional callback as an argument.
WaitShowTimedDialogue
UI:WaitShowTimedDialogue(text, waitTime, callbacks)
Displays a dialogue box with text, waiting until the specified time has expired.
Takes a string, integer, and an optional callback as an argument.
Parameters
| Name | Type | Description |
|---|---|---|
| System.String | System.String | The text to display in the textbox. |
| System.Int32 | System.Int32 | The time for the textbox to remain on screen. Pass -1 to wait for layer input. |
| NLua.LuaTable | NLua.LuaTable | The Lua table of callbacks that the textbox can call using the [script] tag. |
Returns
| Type | Description |
|---|---|
| NLua.LuaFunction |
TextDialogue
UI:TextDialogue(text, waitTime, callbacks)
[LuaFunction] WaitShowTimedDialogue
Sets the current dialogue text to be shown. Requires WaitDialog to actually display.
Parameters
| Name | Type | Description |
|---|---|---|
| System.String | System.String | The text to display in the textbox. |
| System.Int32 | System.Int32 | The time for the textbox to remain on screen. Pass -1 to wait for layer input. |
| NLua.LuaTable | NLua.LuaTable | The Lua table of callbacks that the textbox can call using the [script] tag. |
ChoiceMenuYesNo
UI:ChoiceMenuYesNo(message, bdefaultstono, callbacks)
Ask a question answered by yes or no via character dialogue to the player.
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,
and for execution to suspend until the choice is returned.
Then to retrieve the integer value indicating the result of the menu, UI:ChoiceResult() must be called.
The Yes/No menu returns 1 for yes, and 0 for no.
Parameters
| Name | Type | Description |
|---|---|---|
| System.String | System.String | Question to be asked to the user. |
| System.Boolean | System.Boolean | Whether the cursor starts on no by default |
| NLua.LuaTable | NLua.LuaTable | The Lua table of callbacks for the textbox to call. |
SetCustomDialogue
UI:SetCustomDialogue(dialogue)
Displays a custom dialogue of the caller's choice.
UI:WaitDialog() must be called afterwards for the dialogue to be actually displayed,
and for execution to suspend until the dialogue is completed.
Parameters
| Name | Type | Description |
|---|---|---|
| RogueEssence.Menu.DialogueBox | RogueEssence.Menu.DialogueBox |
References
https://github.com/RogueCollab/RogueEssence/blob/master/RogueEssence/Lua/ScriptUIDialogue.cs
