// Copyright (c) Pixel Crushers. All rights reserved. namespace PixelCrushers.DialogueSystem { /// /// A bit mask enum that defines the events that can trigger DialogueSystemTrigger. /// As the Dialogue System has grown, trigger events were added to the end rather /// than reordering the enum (which would break serialization in existing projects). /// This is an expanded version of the deprecated DialogueTriggerEvent. /// If you modify the list, you must also update the property drawer DialogueSystemTriggerEventDrawer. /// [System.Flags] public enum DialogueSystemTriggerEvent { /// /// Trigger when the GameObject receives an OnBarkEnd message /// OnBarkEnd = 0x1, /// /// Trigger when the GameObject receives an OnConversationEnd message /// OnConversationEnd = 0x2, /// /// Trigger when the GameObject receives an OnSequenceEnd message /// OnSequenceEnd = 0x4, /// /// Trigger when another collider enters this GameObject's trigger collider /// OnTriggerEnter = 0x8, /// /// Trigger when the GameObject starts (e.g., at the start of the level) /// OnStart = 0x10, /// /// Trigger when the GameObject receives an OnUse message (e.g., from the Selector component) /// OnUse = 0x20, /// /// Trigger when the trigger script is enabled (allows retriggering if you disable and /// re-enable the script or deactivate and re-activate its GameObject. /// OnEnable = 0x40, /// /// Trigger when another collider exits this GameObject's trigger collider /// OnTriggerExit = 0x80, /// /// Trigger when the GameObject is disabled /// OnDisable = 0x100, /// /// Trigger when the GameObject is destroyed /// OnDestroy = 0x200, /// /// Don't automatically trigger /// None = 0x400, /// /// Trigger when another collider touches this collider /// OnCollisionEnter = 0x800, /// /// Trigger when another collider stops touching this collider /// OnCollisionExit = 0x1000, /// /// Trigger when the GameObject receives an OnBarkStart message /// OnBarkStart = 0x2000, /// /// Trigger when the GameObject receives an OnConversationStart message /// OnConversationStart = 0x4000, /// /// Trigger when the GameObject receives an OnSequenceStart message /// OnSequenceStart = 0x8000, /// /// Trigger after applying save data, or after Save System's Frames To Wait Before Apply Data if not applying save data /// OnSaveDataApplied = 0x10000 } }