DialogueEntry
The DialogueEntry
is used to define a type of dialogue. When a DialogueEntry
is triggered it's associated DialogueMessenger
will be used to display the dialogue to the player.
Multiple DialogueMessenger
's can be associated with a single DialogueEntry
and the DialogueMessenger
that is used is determined by the DialogueMessenger
's MessengerFilter
.
There can always be at most one DialogueEntry
active for a player.
This is automatically handled by Typewriter.
Usage
@Entry("example_dialogue", "An example dialogue entry.", Colors.BLUE, Icons.MESSAGE)
class ExampleDialogueEntry(
) : SoundIdEntr override val id: String = "",
override val name: String = "",
override val criteria: List<Criteria> = emptyList(),
override val modifiers: List<Modifier> = emptyList(),
override val triggers: List<String> = emptyList(),
override val speaker: String = "",
@MultiLine
@Placeholder
@Colored
@Help("The text to display to the player.")
val text: String = "",
): DialogueEntry
To define the messenger that will be used to display the dialogue to the player, you must create a class that implements the DialogueMessenger
interface.
@Messenger(ExampleDialogueEntry::class)
class UniversalMessageDialogueDialogueMessenger(player: Player, entry: ExampleDialogueEntry) :
DialogueMessenger<ExampleDialogueEntry>(player, entry) {
companion object : MessengerFilter {
override fun filter(player: Player, entry: DialogueEntry): Boolean = true
}
// Called every game tick (20 times per second).
// The cycle is a parameter that is incremented every tick, starting at 0.
override fun tick(cycle: Int) {
super.tick(cycle)
if (cycle == 0) {
player.sendMessage("${entry.speakerDisplayName}: ${entry.text}".parsePlaceholders(player).asMini())
state = MessengerState.FINISHED
}
}
}
The DialogueMessenger
has a MessengerFilter
that is used to determine if the messenger should be used to display the dialogue to the player. When having multiple MessageFilter
's make sure that they are deterministic. So if you have some condition, such as if they are bedrock players. One message check that the player is a bedrock player and the other filter check that they are not.
The state
of the messenger determines what happens to the messenger.
MessengerState.FINISHED
- The dialogue is finished and the next dialogue in the chain will be triggered.MessengerState.CANCELLED
- The dialogue is cancelled and dialogue chain is stopped, even if there are more dialogues in the chain.MessengerState.RUNNING
- The dialogue is still running and will continue to run until the state is changed.
The state object can be changed inside the tick
method or from outside. It can even be changed from the plugin itself. For example when the user runs a command the dialogue will be cancelled.
There are some additional lifecycle methods that can be overridden.
init
- Called when the messenger is initialized. Will be called before the firsttick
call.dispose
- Called when the messenger is disposed. By default this will unregister any listeners that were registered by the messenger.end
- Normally this does not need to be overwritten. Only if you do not want to resend the chat history for some reason.