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Adventure Creator
1.76.2
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
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Public Types | |
enum | ContinueState { None, Pending, Continued } |
Public Member Functions | |
Speech (Char _speaker, string _message, int lineID, bool _isBackground, bool _noAnimation, bool _preventSkipping=false, AudioClip audioOverride=null, TextAsset lipsyncOverride=null) | |
The default Constructor. More... | |
Speech (string _message) | |
A special-case Constructor purely used to display text without tags when exporting script-sheets. More... | |
Speech (AC.Char _speaker, string _message) | |
void | UpdateVolume () |
void | UpdateDisplay () |
void | EndPause () |
bool | HasConditions (SpeechMenuLimit speechMenuLimit, SpeechMenuType speechMenuType, string limitToCharacters, SpeechProximityLimit speechProximityLimit=SpeechProximityLimit.NoLimit, float speechProximityDistance=0f) |
Checks if the speech line matches certain conditions. More... | |
void | UpdateInput () |
Updates the state of the Speech based on the user's input. This is called every Update call by StateHandler. More... | |
void | EndBackgroundSpeechAudio (AC.Char newSpeaker) |
Ends speech audio, if it is playing in the background. More... | |
void | EndSpeechAudio () |
string | GetSpeaker (int languageNumber=0) |
Gets the display name of the speaking character. More... | |
Color | GetColour () |
Gets the colour of the subtitle text. More... | |
AC.Char | GetSpeakingCharacter () |
Gets the speaking character. More... | |
bool | IsPaused () |
bool | IsScrolling () |
bool | IsPlayingAudio () |
Sprite | GetPortraitSprite () |
Gets a Sprite based on the portrait graphic of the speaking character. If lipsincing is enabled, the sprite will be based on the current phoneme. More... | |
Texture | GetPortrait () |
Gets the portrait graphic of the speaking character. More... | |
bool | IsAnimating () |
Checks if the speaking character's portrait graphic can be animated. More... | |
void | ReplaceDisplayText (string newDisplayText, bool resetScrollAmount=true) |
Replaces the speech's display text. Note that this will not affect audio or lipsyncing More... | |
bool | MenuCanShow (Menu menu) |
Checks if a Menu is able to show this speech line. More... | |
bool | CanScroll () |
override string | ToString () |
void | SetCharIndex (int charIndex) |
Sets the scrolling amount to a specific character index. This will not affect the speech's duration, however. More... | |
Public Attributes | |
SpeechLog | log |
bool | isAlive |
ContinueState | continueState = ContinueState.None |
bool | noAnimation = false |
Protected Attributes | |
int | gapIndex = -1 |
int | continueIndex = -1 |
List< SpeechGap > | speechGaps = new List<SpeechGap>() |
float | endTime |
float | continueTime |
float | minSkipTime |
bool | preventSkipping = false |
bool | usingRichText = false |
bool | isSkippable |
bool | pauseGap |
bool | holdForever = false |
string | originalText |
float | scrollAmount = 0f |
float | pauseEndTime = 0f |
bool | pauseIsIndefinite = false |
AudioSource | audioSource = null |
bool | isRTL = false |
int | currentCharIndex = 0 |
float | minDisplayTime |
string | realName |
Properties | |
string | displayText [get, protected set] |
bool | isBackground [get, protected set] |
bool | hasAudio [get, protected set] |
AC.Char | speaker [get, protected set] |
string | SpeakerName [get] |
int | LineID [get] |
string | FullText [get] |
SpeechLine | SpeechLine [get] |
int | CurrentCharIndex [get] |
string | OriginalText [get] |
A container class for an active line of dialogue.
AC.Speech.Speech | ( | Char | _speaker, |
string | _message, | ||
int | lineID, | ||
bool | _isBackground, | ||
bool | _noAnimation, | ||
bool | _preventSkipping = false , |
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AudioClip | audioOverride = null , |
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TextAsset | lipsyncOverride = null |
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) |
The default Constructor.
_speaker | The speaking character. If null, the line is considered a narration |
_message | The subtitle text to display |
lineID | The unique ID number of the line, as generated by the Speech Manager |
_isBackground | True if the line should play in the background, and not interrupt Actions or gameplay |
_noAnimation | True if the speaking character should not play a talking animation |
_preventSkipping | True if the speech cannot be skipped regardless of subtitle settings in the Speech Manager |
audioOverride | If set, then this audio will be played instead of the one assigned via the Speech Manager given the line ID and language |
lipsyncOverride | If set, then this lipsync text asset will be played instead of the one assigned via the Speech Manager given the line ID and language |
AC.Speech.Speech | ( | string | _message | ) |
A special-case Constructor purely used to display text without tags when exporting script-sheets.
_message | The subtitle text to display |
bool AC.Speech.CanScroll | ( | ) |
Checks if scrolling is possible with this line - regardless of whether or not it is currently doing so
void AC.Speech.EndBackgroundSpeechAudio | ( | AC.Char | newSpeaker | ) |
Ends speech audio, if it is playing in the background.
newSpeaker | If the line's speaker matches this, the audio will not end |
void AC.Speech.EndPause | ( | ) |
Ends the current pause.
void AC.Speech.EndSpeechAudio | ( | ) |
Ends speech audio, regardless of conditions.
Color AC.Speech.GetColour | ( | ) |
Gets the colour of the subtitle text.
Texture AC.Speech.GetPortrait | ( | ) |
Gets the portrait graphic of the speaking character.
Sprite AC.Speech.GetPortraitSprite | ( | ) |
Gets a Sprite based on the portrait graphic of the speaking character. If lipsincing is enabled, the sprite will be based on the current phoneme.
string AC.Speech.GetSpeaker | ( | int | languageNumber = 0 | ) |
Gets the display name of the speaking character.
languageNumber | The index number of the language number to get the text in |
AC.Char AC.Speech.GetSpeakingCharacter | ( | ) |
Gets the speaking character.
bool AC.Speech.HasConditions | ( | SpeechMenuLimit | speechMenuLimit, |
SpeechMenuType | speechMenuType, | ||
string | limitToCharacters, | ||
SpeechProximityLimit | speechProximityLimit = SpeechProximityLimit.NoLimit , |
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float | speechProximityDistance = 0f |
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) |
Checks if the speech line matches certain conditions.
speechMenuLimit | What kind of speech has to play for this Menu to enable (All, BlockingOnly, BackgroundOnly) |
speechMenuType | What kind of speaker has to be speaking for this Menu to enable (All, CharactersOnly, NarrationOnly, SpecificCharactersOnly) |
limitToCharacters | A list of character names that this Menu will show for, if speechMenuType = SpeechMenuType.SpecificCharactersOnly |
speechProximityLimit | Whether or not the distance the Player/MainCamera is from the speaking character affects display |
speechProximityDistance | The maximum distance if speechProximityLimit != SpeechProximityLimit.NoLimit" |
bool AC.Speech.IsAnimating | ( | ) |
Checks if the speaking character's portrait graphic can be animated.
bool AC.Speech.IsPaused | ( | ) |
Checks if the speech line is temporarily paused, due to a [wait] or [wait:X] token.
bool AC.Speech.IsPlayingAudio | ( | ) |
Checks if the speech line is currently playing audio
bool AC.Speech.IsScrolling | ( | ) |
Checks if the speech line is currently scrolling
bool AC.Speech.MenuCanShow | ( | Menu | menu | ) |
void AC.Speech.ReplaceDisplayText | ( | string | newDisplayText, |
bool | resetScrollAmount = true |
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) |
Replaces the speech's display text. Note that this will not affect audio or lipsyncing
newSpeechText | The new display text |
resetScrollAmount | If True, then the amount by which the text has scrolled will be reset |
void AC.Speech.SetCharIndex | ( | int | charIndex | ) |
Sets the scrolling amount to a specific character index. This will not affect the speech's duration, however.
charIndex | The new character index |
void AC.Speech.UpdateDisplay | ( | ) |
Updates the state of the line. This is called every LateUpdate call by StateHandler.
void AC.Speech.UpdateInput | ( | ) |
Updates the state of the Speech based on the user's input. This is called every Update call by StateHandler.
void AC.Speech.UpdateVolume | ( | ) |
ContinueState AC.Speech.continueState = ContinueState.None |
If not None, then the Action that ran this speech will end, but the speech line is still active
bool AC.Speech.isAlive |
True if the line is active
bool AC.Speech.noAnimation = false |
If True, the assocaited character will not play speaking animation
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get |
The index of the current end of the line, if speech-scrolling is enabled in the Speech Manager
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getprotected set |
The display text
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get |
The full display text of the line
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getprotected set |
If True, the speech line has an AudioClip supplied
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getprotected set |
True if the line should play in the backround, and not interrupt Actions or gameplay.
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get |
The ID number of the line, as set by the Speech Manager
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get |
The original text, without stripping of tokens or tags
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getprotected set |
The characters speaking the line, unless a narration
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get |
The display name of the speaking character
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get |
The line's associated SpeechLine class, provided it's been gathered by the Speech Manager