mirror of
https://github.com/rojo-rbx/rojo.git
synced 2026-10-23 22:11:38 +00:00
307 lines
8.7 KiB
YAML
307 lines
8.7 KiB
YAML
# This file is automatically generated. Please don't edit it manually.
|
|
# To submit a bug report on the content, see
|
|
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
|
|
|
name: Dialog
|
|
type: class
|
|
memory_category: Instances
|
|
summary: |
|
|
Creates NPC billboard-style dialog bubbles.
|
|
description: |
|
|
The Dialog object allows users to create non-player characters (NPCs) that
|
|
players can talk to using a list of choices. The Dialog object can be inserted
|
|
into a part such as a Humanoid's head, and then a player will see a speech
|
|
bubble above the part that they can click on to start a conversation. The
|
|
creator of a place can choose what choices the player can say by inserting
|
|
`Class.DialogChoice` objects into the dialog.
|
|
code_samples: []
|
|
inherits:
|
|
- Instance
|
|
descendants: []
|
|
tags: []
|
|
deprecation_message: ''
|
|
properties:
|
|
- name: Dialog.BehaviorType
|
|
summary: |
|
|
Sets whether the Dialog can be used by multiple players at once.
|
|
description: |
|
|
The BehaviorType of a Dialog determines whether multiple players can
|
|
interact with a dialog at once. The default value for this property is
|
|
SinglePlayer.
|
|
|
|
#### SinglePlayer
|
|
|
|
When a Dialog is configured to SinglePlayer, only one player can interact
|
|
with it at a time. As soon as a player engages with a dialog, other
|
|
players will not be able to initiate the dialog until the first player is
|
|
finished.
|
|
|
|
While a player is engaged with a dialog, the other players will see the
|
|
dialog choices of the player who started the dialog, along with the
|
|
responses.
|
|
|
|
#### MultiplePlayers
|
|
|
|
When a Dialog is set to MultiplePlayers, any player can initiate a dialog
|
|
at any time, even if another player has already initiated the dialog.
|
|
Unlike SinglePlayer however, Dialogs set to MultiplePlayers will not show
|
|
the dialog choices and responses to anyone but the player in the
|
|
conversation.
|
|
|
|
```lua
|
|
local Workspace = game:GetService("Workspace")
|
|
|
|
local singlePlayerDialog = Instance.new("Dialog")
|
|
local singlePlayerPart = Workspace.SinglePlayerPart
|
|
singlePlayerDialog.BehaviorType = Enum.DialogBehaviorType.SinglePlayer
|
|
singlePlayerDialog.InitialPrompt = "Only one person can interact with me at once."
|
|
singlePlayerDialog.Parent = singlePlayerPart
|
|
|
|
local multiplePlayersDialog = Instance.new("Dialog")
|
|
local multiplePlayersPart = Workspace.MultiplePlayersPart
|
|
multiplePlayersDialog.BehaviorType = Enum.DialogBehaviorType.MultiplePlayers
|
|
multiplePlayersDialog.InitialPrompt = "Any number of players can interact with me at once."
|
|
multiplePlayersDialog.Parent = multiplePlayersPart
|
|
```
|
|
code_samples: []
|
|
type: DialogBehaviorType
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Data
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- UI
|
|
- name: Dialog.ConversationDistance
|
|
summary: |
|
|
The furthest distance that a player can be from the Dialog's parent to
|
|
start a conversation.
|
|
description: |
|
|
The furthest distance that a player can be from the Dialog's parent to
|
|
start a conversation.
|
|
code_samples: []
|
|
type: float
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Data
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- UI
|
|
- name: Dialog.GoodbyeChoiceActive
|
|
summary: |
|
|
Toggles whether the goodbye option will be displayed.
|
|
description: |
|
|
Toggles whether the goodbye option will be displayed. If true, the dialog
|
|
will display the content of `Class.Dialog.GoodbyeDialog` as the last
|
|
option after other dialog choices. Clicking on the goodbye option will
|
|
exit the dialog.
|
|
code_samples: []
|
|
type: boolean
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Data
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- UI
|
|
- name: Dialog.GoodbyeDialog
|
|
summary: |
|
|
Sets the sentence that the dialog will show to the player when the chat
|
|
ends.
|
|
description: |
|
|
Sets the sentence that the dialog will show to the player when the chat
|
|
ends
|
|
code_samples: []
|
|
type: string
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Data
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- UI
|
|
- name: Dialog.InitialPrompt
|
|
summary: |
|
|
Sets the first sentence that the dialog will show to the player, once a
|
|
chat is commenced.
|
|
description: |
|
|
Sets the first sentence that the dialog will show to the player, once a
|
|
chat is commenced.
|
|
code_samples: []
|
|
type: string
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Data
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- UI
|
|
- name: Dialog.InUse
|
|
summary: |
|
|
If true, this dialog is being used by at least one player.
|
|
description: |
|
|
If true, this dialog is being used by at least one player.
|
|
code_samples: []
|
|
type: boolean
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Data
|
|
serialization:
|
|
can_load: false
|
|
can_save: false
|
|
capabilities:
|
|
- UI
|
|
- name: Dialog.Purpose
|
|
summary: |
|
|
Sets the icon that the initial dialog displays.
|
|
description: |
|
|
Sets the icon that the initial dialog displays.
|
|
code_samples: []
|
|
type: DialogPurpose
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Data
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- UI
|
|
- name: Dialog.Tone
|
|
summary: |
|
|
Sets the color of the NPC's speech bubble.
|
|
description: |
|
|
Sets the color of the NPC's speech bubble.
|
|
code_samples: []
|
|
type: DialogTone
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Data
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- UI
|
|
- name: Dialog.TriggerDistance
|
|
summary: |
|
|
Sets the maximum distance that a dialog can be triggered from.
|
|
description: |
|
|
Sets the maximum distance that a dialog can be triggered from.
|
|
code_samples: []
|
|
type: float
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Data
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- UI
|
|
- name: Dialog.TriggerOffset
|
|
summary: |
|
|
Sets the offset of the dialog relative to the dialog's parent.
|
|
description: |
|
|
Sets the offset of the dialog relative to the dialog's parent.
|
|
code_samples: []
|
|
type: Vector3
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Data
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- UI
|
|
methods:
|
|
- name: Dialog:GetCurrentPlayers
|
|
summary: |
|
|
Returns a list of players currently using the Dialog.
|
|
description: |
|
|
The GetCurrentPlayers function of a Dialog will return a list of
|
|
`Class.Player` currently using the Dialog. If there are no players using
|
|
the dialog then the returned list will be empty.
|
|
code_samples:
|
|
- Dialog-GetCurrentPlayers1
|
|
parameters: []
|
|
returns:
|
|
- type: Instances
|
|
summary: ''
|
|
tags: []
|
|
deprecation_message: ''
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- UI
|
|
events:
|
|
- name: Dialog.DialogChoiceSelected
|
|
summary: |
|
|
Fired when a player chooses something to say, through a `Class.Dialog`
|
|
instance.
|
|
description: |
|
|
Fired when a player chooses something to say, through a `Class.Dialog`
|
|
instance.
|
|
|
|
This event is client-side only and will not fire on the server. It should
|
|
be connected to in either a `Class.LocalScript` or a `Class.ModuleScript`
|
|
required by a `Class.LocalScript`.
|
|
code_samples: []
|
|
parameters:
|
|
- name: player
|
|
type: Instance
|
|
default:
|
|
summary: ''
|
|
- name: dialogChoice
|
|
type: Instance
|
|
default:
|
|
summary: ''
|
|
tags: []
|
|
deprecation_message: ''
|
|
security: None
|
|
capabilities:
|
|
- UI
|
|
callbacks: []
|