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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 Member Functions | |
delegate string | GetAutoAssetPathAndNameDelegate (SpeechLine speechLine, string language, bool forLipSync) |
void | ShowGUI (Rect position) |
void | CacheDisplayLines () |
void | ClearLanguages () |
string[] | GetLanguageNameArray () |
void | LocateLine (SpeechLine speechLine) |
void | PopulateList (bool currentSceneOnly=false) |
void | GatherAllAssets () |
void | ClearAllAssets () |
bool | UpdateOriginalText (SpeechLine speechLine, string updatedText) |
ActionListAsset[] | GetAllActionListAssets () |
Gets all ActionList assets referenced by scenes, Managers and other asset files in the project More... | |
SpeechTag | GetSpeechTag (int ID) |
Gets a defined SpeechTag. More... | |
void | ConvertLocalVariableToGlobal (GVar variable, int newGlobalID) |
Converts the Speech Managers's references from a given local variable to a given global variable More... | |
void | ConvertGlobalVariableToLocal (GVar variable, string sceneName) |
Converts the Speech Managers's references from a given global variable to a given local variable More... | |
string | GetLineFilename (int _lineID, string speakerName="") |
Gets the audio filename of a SpeechLine. More... | |
string | GetAutoAssetPathAndName (int lineID, Char speaker, string language, bool forLipsync=false) |
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... | |
SpeechLine | GetLine (int _lineID) |
Gets a SpeechLine class, as generated by the Speech Manager. More... | |
bool | UseFileBasedLipSyncing () |
Checks if the current lipsyncing method relies on external text files for each line. More... | |
bool | IsTextTypeTranslatable (AC_TextType textType) |
Checks if a text type is able to be translated (and will be included in the 'gather text' process) More... | |
bool | LipSyncingIsAudioBased () |
void | Upgrade () |
Public Attributes | |
bool | scrollSubtitles = true |
bool | scrollNarration = false |
float | textScrollSpeed = 50 |
AudioClip | textScrollCLip = null |
AudioClip | narrationTextScrollCLip = null |
bool | playScrollAudioEveryCharacter = true |
SpeechScrollAudioSource | speechScrollAudioSource = SpeechScrollAudioSource.SFX |
float | waitTimeOffset = 0f |
bool | displayForever = false |
bool | displayNarrationForever = false |
bool | playAnimationForever = true |
bool | canSkipWithMouseClicks = true |
float | minimumDisplayTime = 1f |
float | screenTimeFactor = 0.1f |
bool | allowSpeechSkipping = false |
bool | allowGameplaySpeechSkipping = false |
float | skipThresholdTime = 0f |
bool | endScrollBeforeSkip = false |
IfSkipWhileScrolling | ifSkipWhileScrolling = IfSkipWhileScrolling.DisplayFullText |
bool | scrollingTextFactorsLength = false |
bool | syncSubtitlesToAudio = false |
bool | useAssetBundles = false |
bool | searchAudioFiles = true |
bool | autoNameSpeechFiles = true |
ReferenceSpeechFiles | referenceSpeechFiles = ReferenceSpeechFiles.ByDirectReference |
string | autoSpeechFolder = "Speech" |
string | autoLipsyncFolder = "Lipsync" |
bool | forceSubtitles = true |
bool | translateAudio = true |
bool | separateVoiceAndTextLanguages = false |
bool | fallbackAudio = false |
bool | keepTextInBuffer = false |
bool | relegateBackgroundSpeechAudio = false |
bool | usePlayerRealName = false |
bool | separateSharedPlayerAudio = false |
bool | placeAudioInSubfolders = false |
bool | separateLines = false |
float | separateLinePause = 1f |
bool | resetExpressionsEachLine = true |
List< SpeechLine > | lines = new List<SpeechLine> () |
List< Language > | Languages = new List<Language> () |
float | sfxDucking = 0f |
float | musicDucking = 0f |
LipSyncMode | lipSyncMode = LipSyncMode.Off |
LipSyncOutput | lipSyncOutput = LipSyncOutput.Portrait |
List< string > | phonemes = new List<string> () |
float | lipSyncSpeed = 1f |
GetAutoAssetPathAndNameDelegate | GetAutoAssetPathAndNameOverride |
AC_TextTypeFlags | translatableTextTypes = (AC_TextTypeFlags) ~0 |
int | maxID = -1 |
SpeechIDRecycling | speechIDRecycling = SpeechIDRecycling.NeverRecycle |
int | activeLineID = -1 |
bool | mergeMatchingSpeechIDs = false |
bool | useSpeechTags = false |
List< SpeechTag > | speechTags = new List<SpeechTag>() |
string | previewMenuName |
MergeMatchingIDs | mergeMatchingIDs = MergeMatchingIDs.NoMerging |
Properties | |
string | AutoSpeechFolder [get] |
string | AutoLipsyncFolder [get] |
Handles the "Speech" tab of the Game Editor window. All translations for a game's text are stored here, as are the settings that control how speech is handled in-game.
void AC.SpeechManager.ClearLanguages | ( | ) |
Removes all translations.
void AC.SpeechManager.ConvertGlobalVariableToLocal | ( | GVar | variable, |
string | sceneName | ||
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Converts the Speech Managers's references from a given global variable to a given local variable
variable | The old global variable |
sceneName | The name of the scene that the new variable lives in |
void AC.SpeechManager.ConvertLocalVariableToGlobal | ( | GVar | variable, |
int | newGlobalID | ||
) |
Converts the Speech Managers's references from a given local variable to a given global variable
variable | The old local variable |
newGlobalID | The ID number of the new global variable |
ActionListAsset [] AC.SpeechManager.GetAllActionListAssets | ( | ) |
Gets all ActionList assets referenced by scenes, Managers and other asset files in the project
string AC.SpeechManager.GetAutoAssetPathAndName | ( | int | lineID, |
Char | speaker, | ||
string | language, | ||
bool | forLipsync = false |
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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.
lineID | The ID number of the speech line |
speaker | The speaking character, if not a narration |
language | The language of the audio |
forLipSync | True if this is for a lipsync file |
delegate string AC.SpeechManager.GetAutoAssetPathAndNameDelegate | ( | SpeechLine | speechLine, |
string | language, | ||
bool | forLipSync | ||
) |
A delegate template for overriding the GetAutoAssetPathAndName function
string [] AC.SpeechManager.GetLanguageNameArray | ( | ) |
Gets an array of all define language names
SpeechLine AC.SpeechManager.GetLine | ( | int | _lineID | ) |
Gets a SpeechLine class, as generated by the Speech Manager.
_lineID | The translation ID number generated by SpeechManager's PopulateList() function |
string AC.SpeechManager.GetLineFilename | ( | int | _lineID, |
string | speakerName = "" |
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) |
Gets the audio filename of a SpeechLine.
_lineID | The translation ID number generated by SpeechManager's PopulateList() function |
speakerName | The name of the speaking character, which is only used if separating shared player audio |
SpeechTag AC.SpeechManager.GetSpeechTag | ( | int | ID | ) |
bool AC.SpeechManager.IsTextTypeTranslatable | ( | AC_TextType | textType | ) |
Checks if a text type is able to be translated (and will be included in the 'gather text' process)
textType | The text type to check |
bool AC.SpeechManager.LipSyncingIsAudioBased | ( | ) |
Checks if the method of animating character speech is based on the audio associated with the speech line.
void AC.SpeechManager.ShowGUI | ( | Rect | position | ) |
Shows the GUI.
bool AC.SpeechManager.UseFileBasedLipSyncing | ( | ) |
Checks if the current lipsyncing method relies on external text files for each line.
int AC.SpeechManager.activeLineID = -1 |
The current SpeechLine selected to reveal its properties
bool AC.SpeechManager.allowGameplaySpeechSkipping = false |
If True, then speech text during gameplay can be skipped by the player left-clicking
bool AC.SpeechManager.allowSpeechSkipping = false |
If True, then speech text during a cutscene can be skipped by the player left-clicking
string AC.SpeechManager.autoLipsyncFolder = "Lipsync" |
The subdirectory within Resources that lipsync files are pulled from, if referenceSpeechFiles = ReferenceSpeechFiles.ByNamingConvention
bool AC.SpeechManager.autoNameSpeechFiles = true |
Deprecated - use referenceSpeechFiles instead
string AC.SpeechManager.autoSpeechFolder = "Speech" |
The subdirectory within Resources that speech files are pulled from, if referenceSpeechFiles = ReferenceSpeechFiles.ByNamingConvention
bool AC.SpeechManager.canSkipWithMouseClicks = true |
If True, and subtitles can be skipped, then skipping can be achieved with mouse-clicks, as well as by invoking the SkipSpeech input
bool AC.SpeechManager.displayForever = false |
If True, then speech text will remain on the screen until the player skips it
bool AC.SpeechManager.displayNarrationForever = false |
If true, then narration text will remain on the screen until the player skips it. This only has an effect if displayForever = false
bool AC.SpeechManager.endScrollBeforeSkip = false |
Deprecated
bool AC.SpeechManager.fallbackAudio = false |
If True, then translations that don't have speech audio files will use the audio files from the game's original language
bool AC.SpeechManager.forceSubtitles = true |
If True, then speech text will always display if no relevant audio file is found - even if Subtitles are off in the Options menu
GetAutoAssetPathAndNameDelegate AC.SpeechManager.GetAutoAssetPathAndNameOverride |
An override delegate for the GetAutoAssetPathAndName function, used to retrieve the full filepath of an auto-assigned speech audio or lipsync file
IfSkipWhileScrolling AC.SpeechManager.ifSkipWhileScrolling = IfSkipWhileScrolling.DisplayFullText |
What action to take if the user attempts to skip speech while it it still scrolling
bool AC.SpeechManager.keepTextInBuffer = false |
If True, then the text stored in the speech buffer (in MenuLabel) will not be cleared when no speech text is active
A list of all languages defined in the game.
List<SpeechLine> AC.SpeechManager.lines = new List<SpeechLine> () |
All SpeechLines generated to store translations and audio filename references
LipSyncMode AC.SpeechManager.lipSyncMode = LipSyncMode.Off |
The game's lip-syncing method (Off, FromSpeechText, ReadPamelaFile, ReadSapiFile, ReadPapagayoFile, FaceFX, Salsa2D)
LipSyncOutput AC.SpeechManager.lipSyncOutput = LipSyncOutput.Portrait |
What lip-syncing actually affects (Portrait, PortraitAndGameObject, GameObjectTexture)
float AC.SpeechManager.lipSyncSpeed = 1f |
The speed at which to process lip-sync data
int AC.SpeechManager.maxID = -1 |
A record of the highest-used ID number
bool AC.SpeechManager.mergeMatchingSpeechIDs = false |
Deprecated - use mergeMatchingIDs instead
float AC.SpeechManager.minimumDisplayTime = 1f |
The minimum time, in seconds, that a speech line will be displayed (unless an AudioClip is setting it's length)
float AC.SpeechManager.musicDucking = 0f |
The factor by which to reduce music audio when speech plays
AudioClip AC.SpeechManager.narrationTextScrollCLip = null |
The AudioClip to play when scrolling narration text
List<string> AC.SpeechManager.phonemes = new List<string> () |
The phoneme bins used to separate phonemes into animation frames
bool AC.SpeechManager.placeAudioInSubfolders = false |
If True, then speech audio files will need to be placed in subfolders named after the character who speaks
bool AC.SpeechManager.playAnimationForever = true |
If True, and displayForever = True, then a speaking character will play their talking animation for the whole duration that their speech text is alive
bool AC.SpeechManager.playScrollAudioEveryCharacter = true |
If True, the textScrollClip audio will be played with every character addition to the subtitle text, as opposed to waiting for the previous audio to end
string AC.SpeechManager.previewMenuName |
ReferenceSpeechFiles AC.SpeechManager.referenceSpeechFiles = ReferenceSpeechFiles.ByDirectReference |
The method by which speech files (audio and lipsync) are referenced
bool AC.SpeechManager.relegateBackgroundSpeechAudio = false |
If True, then background speech audio will end if foreground speech audio begins to play
bool AC.SpeechManager.resetExpressionsEachLine = true |
If True, then a character's expression will be reset with each new speech line
float AC.SpeechManager.screenTimeFactor = 0.1f |
The time that speech text will be displayed, divided by the number of characters in the text, if displayForever = False
bool AC.SpeechManager.scrollingTextFactorsLength = false |
If True, and text is scrolling, then the display time upon completion will be influenced by the length of the speech text
bool AC.SpeechManager.scrollNarration = false |
If True, then narration text will scroll when displayed
bool AC.SpeechManager.scrollSubtitles = true |
If True, then speech text will scroll when displayed
bool AC.SpeechManager.searchAudioFiles = true |
If True, then speech audio files will play when characters speak
float AC.SpeechManager.separateLinePause = 1f |
The delay between carriage return-separated speech lines, if separateLines = True
bool AC.SpeechManager.separateLines = false |
If True, then a speech line will be split by carriage returns into separate speech lines
bool AC.SpeechManager.separateSharedPlayerAudio = false |
If True, usePlayerRealName = True,referenceSpeechFiles = ReferenceSpeechFiles.ByNamingConvention, and playerSwitching = PlayerSwitching.Allow in SettingsManager, then speech lines marked as Player lines will have audio entries for each player prefab.
bool AC.SpeechManager.separateVoiceAndTextLanguages = false |
If True, then the current voice audio language can be set independently of the the current text language.
float AC.SpeechManager.sfxDucking = 0f |
The factor by which to reduce SFX audio when speech plays
float AC.SpeechManager.skipThresholdTime = 0f |
The minimum time that speech text must be displayed before it can be skipped, if allowSpeechSkipping = True
SpeechIDRecycling AC.SpeechManager.speechIDRecycling = SpeechIDRecycling.NeverRecycle |
The rule to use when assigning new ID numbers (NeverRecycle, AlwaysRecycle, OnlyRecycleHighest
SpeechScrollAudioSource AC.SpeechManager.speechScrollAudioSource = SpeechScrollAudioSource.SFX |
What to play speech-scrolling audio as
A List of the available SpeechTags
bool AC.SpeechManager.syncSubtitlesToAudio = false |
If True, then subtitles with audio will cease to display once the audio has completed
AudioClip AC.SpeechManager.textScrollCLip = null |
The AudioClip to play when scrolling speech text
float AC.SpeechManager.textScrollSpeed = 50 |
The speed of scrolling text
AC_TextTypeFlags AC.SpeechManager.translatableTextTypes = (AC_TextTypeFlags) ~0 |
What types of text are able to be translated (and will be included in the 'gather text' process)
bool AC.SpeechManager.translateAudio = true |
If True, then each translation will have its own set of speech audio files
bool AC.SpeechManager.useAssetBundles = false |
Deprecated
bool AC.SpeechManager.usePlayerRealName = false |
If True, then speech audio spoken by the player will expect the audio filenames to be named after the player's prefab, rather than just "Player"
bool AC.SpeechManager.useSpeechTags = false |
If True, then 'Dialogue: Play speech' Actions can be assigned a SpeechTag, or label, to use when exporting script sheets
float AC.SpeechManager.waitTimeOffset = 0f |
The default delay to insert after triggering a line of dialogue with the 'Dialogue: Play speech' Action. A further delay can be added per-Action.