Struct DialogueStartBroadcast
Server → Client broadcast to start a dialogue session. The client resolves the DialogueTemplate from the cache and displays the start node.
public struct DialogueStartBroadcast : IBroadcast
- Implements
-
IBroadcast
- Inherited Members
Fields
CachedChoices
Bitmask of choices the character has previously made in this template.
public short CachedChoices
Field Value
InteractableID
ID of the dialogue interactable scene object. 0 when triggered via ECA without an interactable.
public long InteractableID
Field Value
TemplateID
CachedScriptableObject ID of the DialogueTemplate.
public int TemplateID
Field Value
Remarks
The start node is not sent. It is DialogueTemplate.StartNodeId, authored on
the same template the client resolves from this id — and the server opens the session on
that same authored value, so a second copy on the wire could only ever agree with it.