Adventure Creator
1.79.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
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Public Member Functions | |
SpeechLine (SpeechLine _speechLine) | |
SpeechLine (SpeechLine _speechLine, int voiceLanguage) | |
SpeechLine (int _id, string _scene, string _owner, string _text, int _languagues, AC_TextType _textType, bool _isPlayer) | |
void | CopyValues (SpeechLine _speechLine) |
bool | IsMatch (SpeechLine newLine, bool ignoreID=false) |
Checks if the class matches another, in terms of line ID, text, type and owner. Used to determine if a speech line is a duplicate of another. More... | |
void | TransferActionComment (string comment, string gameObjectName) |
void | RestoreBackup (SpeechLine backupLine) |
string | GetAutoAssetPathAndName (string language, bool forLipsync=false, string overrideName="") |
Gets the full folder and filename for a speech line's audio or lipsync file, relative to the "Resources" Assets directory in which it is placed. More... | |
bool | SeparatePlayerAudio () |
Checks if the line is shared by multiple player characters, each with their own audio and lipsync files. More... | |
string | GetFilename (string overrideName="") |
Gets the clean-formatted filename for a speech line's audio file. More... | |
string | GetTranslation (string originalText, int language) |
Gets the translation for a given language index. More... | |
void | ShowGUI (float maxWidth) |
bool | Matches (string filter, FilterSpeechLine filterSpeechLine) |
Checks to see if the class matches a filter set in the Speech Manager. More... | |
string | GetInfo () |
Combines the type and owner into a single string, for display in exported game text. More... | |
string | Print (int languageIndex=0, bool includeDescriptions=false, bool removeTokens=false) |
Combines the class's various fields into a formatted HTML string, for display in exported game text. More... | |
string | Print (string overrideName, int languageIndex=0, bool includeDescriptions=false, bool removeTokens=false) |
bool | HasAllAudio () |
Checks if the line has all associated audio for all languages, if a speech line More... | |
bool | HasAudio (int languageIndex) |
Checks if the line has all associated audio for a given language, if a speech line More... | |
Static Public Member Functions | |
static void | ShowField (string label, string field, bool multiLine, float maxWidth=570f, string api="", string tooltip="", bool selectable=false) |
Displays a GUI of a field within the class. More... | |
Public Attributes | |
bool | isPlayer |
int | lineID |
string | scene |
string | owner |
string | text |
string | description |
AC_TextType | textType |
List< string > | translationText = new List<string>() |
AudioClip | customAudioClip |
Object | customLipsyncFile |
List< AudioClip > | customTranslationAudioClips |
List< Object > | customTranslationLipsyncFiles |
int | tagID |
bool | onlyPlaySpeechOnce = false |
bool | alwaysRetainInSpeechManager = false |
bool | ignoreDuringExport = false |
string | customFilename = "" |
int | orderID = -1 |
string | orderPrefix = "" |
Protected Attributes | |
bool | gotCommentFromDescription |
Properties | |
string | OrderIdentifier [get] |
string | DefaultFilename [get] |
A container class for text gathered by the Speech Manager. It is not limited to just speech, as all text displayed in a game will be gathered.
AC.SpeechLine.SpeechLine | ( | SpeechLine | _speechLine | ) |
A Constructor that copies all values from another SpeechLine. This way ensures that no connection remains to the original class.
AC.SpeechLine.SpeechLine | ( | int | _id, |
string | _scene, | ||
string | _owner, | ||
string | _text, | ||
int | _languagues, | ||
AC_TextType | _textType, | ||
bool | _isPlayer | ||
) |
A constructor for speech text in which the ID number is explicitly defined.
string AC.SpeechLine.GetAutoAssetPathAndName | ( | string | language, |
bool | forLipsync = false , |
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string | overrideName = "" |
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Gets the full folder and filename for a speech line's audio or lipsync file, relative to the "Resources" Assets directory in which it is placed.
language | The language of the audio |
forLipSync | True if this is for a lipsync file |
overrideName | If set, then this string (with special characters removed) will be used instead |
string AC.SpeechLine.GetFilename | ( | string | overrideName = "" | ) |
Gets the clean-formatted filename for a speech line's audio file.
overrideName | If set, then this string (with special characters removed) will be used instead |
string AC.SpeechLine.GetInfo | ( | ) |
Combines the type and owner into a single string, for display in exported game text.
string AC.SpeechLine.GetTranslation | ( | string | originalText, |
int | language | ||
) |
Gets the translation for a given language index.
originalText | The original text, returned if the language index is invalid |
language | The language index |
bool AC.SpeechLine.HasAllAudio | ( | ) |
Checks if the line has all associated audio for all languages, if a speech line
bool AC.SpeechLine.HasAudio | ( | int | languageIndex | ) |
Checks if the line has all associated audio for a given language, if a speech line
languageIndex | The index number of the language in question. The game's original language is 0 |
bool AC.SpeechLine.IsMatch | ( | SpeechLine | newLine, |
bool | ignoreID = false |
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Checks if the class matches another, in terms of line ID, text, type and owner. Used to determine if a speech line is a duplicate of another.
newLine | The SpeechLine class to check against |
ignoreID | If True, then a difference in lineID number will not matter |
bool AC.SpeechLine.Matches | ( | string | filter, |
FilterSpeechLine | filterSpeechLine | ||
) |
Checks to see if the class matches a filter set in the Speech Manager.
<param name = "filter The filter text</param> <param name = "filterSpeechLine The type of filtering selected (Type, Text, Scene, Speaker, Description, All)
string AC.SpeechLine.Print | ( | int | languageIndex = 0 , |
bool | includeDescriptions = false , |
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bool | removeTokens = false |
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Combines the class's various fields into a formatted HTML string, for display in exported game text.
languageIndex | The index number of the language to display fields for, where 0 = the game's original language |
includeDescriptions | If True, its description will also be included |
removeTokens | If True, text tokens such as [wait] within the text will be removed |
bool AC.SpeechLine.SeparatePlayerAudio | ( | ) |
Checks if the line is shared by multiple player characters, each with their own audio and lipsync files.
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static |
Displays a GUI of a field within the class.
label | The label in front of the field |
field | The field to display |
multiLine | True if the field should be word-wrapped |
void AC.SpeechLine.ShowGUI | ( | float | maxWidth | ) |
Displays the GUI of the class's entry within the Speech Manager.
bool AC.SpeechLine.alwaysRetainInSpeechManager = false |
If True, then this class instance will not be removed by the Speech Manager's "Gather text" and "Reset text" processes. This flag should be used under caution, as this will not affect the state of any linked iTranslatable interface
AudioClip AC.SpeechLine.customAudioClip |
The AudioClip used for speech, if set manually
Object AC.SpeechLine.customLipsyncFile |
The TextAsset used for lipsyncing, if set manually
List<AudioClip> AC.SpeechLine.customTranslationAudioClips |
An array of AudioClips used for translated speech, if set manually
List<Object> AC.SpeechLine.customTranslationLipsyncFiles |
An array of TextAssets used for translated lipsyncing, if set manually
string AC.SpeechLine.description |
A user-generated description of the text
bool AC.SpeechLine.ignoreDuringExport = false |
If True, then this line will not be included in CSV exports, even if it matches the criteria set in the Export Wizard window
bool AC.SpeechLine.isPlayer |
True if this is a speech line spoken by the Player
int AC.SpeechLine.lineID |
A unique ID number to identify the instance by
bool AC.SpeechLine.onlyPlaySpeechOnce = false |
If True, and the textType = AC_TextType.Speech, then the speech line can only be played once. Additional calls to play it will be ignored
string AC.SpeechLine.owner |
If not the player, who the text is owned by
string AC.SpeechLine.scene |
The name of the scene that the text was found in
int AC.SpeechLine.tagID |
The ID of the associated SpeechTag, if a speech line
string AC.SpeechLine.text |
The display text itself
AC_TextType AC.SpeechLine.textType |
The type of text this is (Speech, Hotspot, DialogueOption, InventoryItem, CursorIcon, MenuElement, HotspotPrefix, JournalEntry)
List<string> AC.SpeechLine.translationText = new List<string>() |
An array of translations for the display text
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get |
The line's default filenames - used unless overridden by custom filenaming