示例#1
0
 /// <summary>
 /// The function called to modify the node's data whenever a node connects.
 /// </summary>
 /// <param name="dialogue">The dialogue data.</param>
 /// <param name="connectionType">The type of the connecting node.</param>
 /// <param name="connectionID">The id of the connecting node.</param>
 /// <param name="connectionKnobID">The id of the connecting knob.</param>
 /// <param name="knobID">The id of this node's knob.</param>
 /// <param name="knobType">The type of this node's knob.</param>
 public void OnConnect(QD_Dialogue dialogue, QD_NodeType connectionType, int connectionID, int connectionKnobID, int knobID, QD_KnobType knobType)
 {
     if (knobType == QD_KnobType.Input)
     {
         if (connectionKnobID == 0 && knobID == 0)
         {
             if (connectionType == QD_NodeType.Speaker)
             {
                 QD_Speaker speaker = dialogue.GetSpeaker(connectionID);
                 Speaker     = speaker.ID;
                 SpeakerName = speaker.Name;
             }
             else if (connectionType == QD_NodeType.Message)
             {
                 QD_Message message = dialogue.GetMessage(connectionID);
                 Speaker     = message.Speaker;
                 SpeakerName = message.SpeakerName;
             }
         }
         else if (PreviousMessage != connectionID && connectionKnobID == 1 && knobID == 1)
         {
             PreviousMessage = connectionID;
         }
     }
     else if (knobType == QD_KnobType.Output)
     {
         if (NextMessage != connectionID && knobID == 1)
         {
             NextMessage = connectionID;
         }
     }
 }
 /// <summary>
 /// The function called to modify the node's data whenever a node disconnects.
 /// </summary>
 /// <param name="dialogue">The dialogue data.</param>
 /// <param name="connectionType">The type of the connecting node.</param>
 /// <param name="connectionID">The id of the connected node.</param>
 public void OnDisconnect(QD_Dialogue dialogue, QD_NodeType connectionType, int connectionID)
 {
     if (FirstMessage == connectionID)
     {
         FirstMessage = -1;
     }
 }
示例#3
0
 /// <summary>
 /// The function called to modify the node's data whenever a node connects.
 /// </summary>
 /// <param name="dialogue">The dialogue data.</param>
 /// <param name="connectionType">The type of the connecting node.</param>
 /// <param name="connectionID">The id of the connecting node.</param>
 /// <param name="connectionKnobID">The id of the connecting knob.</param>
 /// <param name="knobID">The id of this node's knob.</param>
 /// <param name="knobType">The type of this node's knob.</param>
 public void OnConnect(QD_Dialogue dialogue, QD_NodeType connectionType, int connectionID, int connectionKnobID, int knobID, QD_KnobType knobType)
 {
     if (knobID >= NextMessages.Count)
     {
         return;
     }
     NextMessages[knobID] = connectionID;
 }
 /// <summary>
 /// The function called to modify the node's data whenever a node connects.
 /// </summary>
 /// <param name="dialogue">The dialogue data.</param>
 /// <param name="connectionType">The type of the connecting node.</param>
 /// <param name="connectionID">The id of the connecting node.</param>
 /// <param name="connectionKnobID">The id of the connecting knob.</param>
 /// <param name="knobID">The id of this node's knob.</param>
 /// <param name="knobType">The type of this node's knob.</param>
 public void OnConnect(QD_Dialogue dialogue, QD_NodeType connectionType, int connectionID, int connectionKnobID, int knobID, QD_KnobType knobType)
 {
     if (knobType == QD_KnobType.Input)
     {
     }
     else if (knobType == QD_KnobType.Output)
     {
         FirstMessage = connectionID;
     }
 }
示例#5
0
        /// <summary>
        /// The function called to modify the node's data whenever a node disconnects.
        /// </summary>
        /// <param name="dialogue">The dialogue data.</param>
        /// <param name="connectionType">The type of the connecting node.</param>
        /// <param name="connectionID">The id of the connected node.</param>
        public void OnDisconnect(QD_Dialogue dialogue, QD_NodeType connectionType, int connectionID)
        {
            int count = NextMessages.Count;

            for (int i = 0; i < count; ++i)
            {
                if (NextMessages[i] == connectionID)
                {
                    NextMessages[i] = -1;
                }
            }
        }
示例#6
0
 /// <summary>
 /// The function called to modify the node's data whenever a node disconnects.
 /// </summary>
 /// <param name="dialogue">The dialogue data.</param>
 /// <param name="connectionType">The type of the connecting node.</param>
 /// <param name="connectionID">The id of the connected node.</param>
 public void OnDisconnect(QD_Dialogue dialogue, QD_NodeType connectionType, int connectionID)
 {
     if (Speaker == connectionID)
     {
         SpeakerName = "";
         Speaker     = -1;
     }
     if (PreviousMessage == connectionID)
     {
         PreviousMessage = -1;
     }
     if (NextMessage == connectionID)
     {
         NextMessage = -1;
     }
 }
示例#7
0
 /// <summary>
 /// The function called to modify the node's data whenever a node disconnects.
 /// </summary>
 /// <param name="dialogue">The dialogue data.</param>
 /// <param name="connectionType">The type of the connecting node.</param>
 /// <param name="connectionID">The id of the connected node.</param>
 /// <param name="knobID">The id of the knob.</param>
 /// <param name="knobType">The type of the knob.</param>
 public void OnDisconnect(QD_Dialogue dialogue, QD_NodeType connectionType, int connectionID, int knobID, QD_KnobType knobType)
 {
     if (knobID >= NextMessages.Count)
     {
         return;
     }
     if (knobType == QD_KnobType.Output)
     {
         int count = NextMessages.Count;
         for (int i = 0; i < count; ++i)
         {
             if (NextMessages[i] == connectionID)
             {
                 NextMessages[i] = -1;
             }
         }
     }
 }
示例#8
0
 /// <summary>
 /// The function called to modify the node's data whenever a node disconnects.
 /// </summary>
 /// <param name="dialogue">The dialogue data.</param>
 /// <param name="connectionType">The type of the connecting node.</param>
 /// <param name="connectionID">The id of the connected node.</param>
 /// <param name="knobID">The id of the knob.</param>
 /// <param name="knobType">The type of the knob.</param>
 public void OnDisconnect(QD_Dialogue dialogue, QD_NodeType connectionType, int connectionID, int knobID, QD_KnobType knobType)
 {
     if (knobType == QD_KnobType.Input)
     {
         if (knobID == 0 && Speaker == connectionID)
         {
             SpeakerName = "";
             Speaker     = -1;
         }
         if (PreviousMessage == connectionID && knobID == 1)
         {
             PreviousMessage = -1;
         }
     }
     else if (knobType == QD_KnobType.Output)
     {
         if (NextMessage == connectionID && knobID == 1)
         {
             NextMessage = -1;
         }
     }
 }
示例#9
0
 /// <summary>
 /// The function called to modify the node's data whenever a node disconnects.
 /// </summary>
 /// <param name="dialogue">The dialogue data.</param>
 /// <param name="connectionType">The type of the connecting node.</param>
 /// <param name="connectionID">The id of the connected node.</param>
 /// <param name="connectionKnobID">The id of the connected knob.</param>
 /// <param name="knobID">The id of the knob.</param>
 /// <param name="knobType">The type of the knob.</param>
 public void OnDisconnect(QD_Dialogue dialogue, QD_NodeType connectionType, int connectionID, int connectionKnobID, int knobID, QD_KnobType knobType)
 {
     OnDisconnect(dialogue, connectionType, connectionID, knobID, knobType);
 }
示例#10
0
 /// <summary>
 /// The function called to modify the node's data whenever a node disconnects.
 /// </summary>
 /// <param name="dialogue">The dialogue data.</param>
 /// <param name="connectionType">The type of the connecting node.</param>
 /// <param name="connectionID">The id of the connected node.</param>
 public void OnDisconnect(QD_Dialogue dialogue, QD_NodeType connectionType, int connectionID)
 {
 }