The Graph Conversation Engine for Parley. DeclarationDocumentation Index
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Description
This class provides all your GraphCore features for makingConstructor
ParleyGraph(string, string, LanguageID?)
Boots a conversation. Looks up the graph asset, wires up the “NextDialogue” input action (falling back to left mouse click if the project hasn’t defined one), and advances to the entry node. If the graph can’t be found the instance ends itself immediately - safe to construct without a try/catch. DeclarationThe area folder containing the conversation file.
The conversation file name without extension or language prefix.
Optional language override. Defaults to the runner’s current language when null.
Fields
ConversationEnded
Flags whether the conversation has ended or not. DeclarationFlags
Flag register for all of the instance’s set flags. DeclarationMeta
Metadata for the current instance, holds a LanguageID and a TextDirection. DeclarationCurrentLanguage
Holds the value of FallbackLanguage. DeclarationProperties
OnNextDialogue
Fires when the player advances. Await or subscribe as you like. DeclarationCurrentNode
The node currently selected. Null once the conversation ends. DeclarationMethods
BindNextEvent(InputAction)
Rebinds the “advance” signal to a different input action. DeclarationThe input action that will be binded to the event.
UnBindNextEvent(InputAction)
Detaches the input handler. Called automatically on end. DeclarationGetCurrentChoices()
Returns the choices available on the current node, or an empty list if there aren’t any. DeclarationThe choices available on the current node. Empty if the current node is a plain dialogue line with no branching.
ProgressDialogue(string)
Advances the conversation. Pass"*" (the default) to follow the current node’s RuntimeDialogueNode.NextNodeID, or a specific node ID to jump there directly. No-ops on a Choice node — the player has to pick first.
Declaration
Target node for the transition. When
null or "*", falls back to CurrentNode.NextNode.ChoiceMade(int)
Records a choice pick and follows that choice’s branch. Invalid indices and missing target nodes are handled gracefully, bad input ends the conversation rather than throwing. DeclarationIndex of the Choice that has been made.
GetPlayerChoice()
Awaitable choice input. Throws if called while no choices are available — that’s almost always a sign the gameplay state and dialogue state have drifted out of sync, and we’d rather fail loudly than silently hang on a task that will never complete and causing a race. DeclarationThe index of the chosen choice.