Module example_talker

Showing off callbacks available in the talker and brief explanations.

You are not required to define anything you aren't using. Leave callbacks global to automatically detect it on c# side. This assumes you know your way around Lua, if you don't then please consider reading the Lua PIL.

Setting up in map editor

In the case of this talker, the filename for the entity field is "Assets/LuaCutscenes/example_talker". Please use your own folders for your own talkers, like any other Celeste asset collisions can happen.

Using C# in talker

Any imports from C# can be done with prefixing # in the require string. For example `local celeste = require("#Celeste")`.
Check out helper_functions.lua for examples on C# interaction.

Functions

onTalk () Coroutine that is called when talker is interacted with.
onEnd (room, wasSkipped) Callback for when the cutscene ends.


Functions

onTalk ()
Coroutine that is called when talker is interacted with. This invloves stuff like walking, jumping, displaying text boxes, etc.

onEnd (room, wasSkipped)
Callback for when the cutscene ends. Function, no yielding actions allowed. That means no walking, waiting etc. Only "clean up" actions.

room #Celeste.Level
Current room.
wasSkipped bool
If the cutscene was skipped.
generated by LDoc 1.4.6 Last updated 2023-08-05 11:56:50