Adventure Creator  1.79.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
AC.SpeechTrack Class Reference
Inheritance diagram for AC.SpeechTrack:
AC.ITranslatable

Public Member Functions

override Playable CreateTrackMixer (PlayableGraph graph, GameObject go, int inputCount)
 
void ShowGUI ()
 
string GetTranslatableString (int index)
 Gets the text to be translated, given its index. More...
 
int GetTranslationID (int index)
 Gets the translation ID of a given text index. More...
 
void UpdateTranslatableString (int index, string updatedText)
 
int GetNumTranslatables ()
 Gets the maximum number of possible translatable texts. More...
 
bool CanTranslate (int index)
 Checks if a given text index can and should be translated. More...
 
bool HasExistingTranslation (int index)
 Checks if a given text index has already been assigned a unique translation ID. More...
 
void SetTranslationID (int index, int lineID)
 Sets the translation ID of a given text index More...
 
string GetOwner (int index)
 Gets the name of the translatable text's owner. In the case of speech text, it is the name of the character. In the case of menu element text, it is the name of the menu element. More...
 
bool OwnerIsPlayer (int index)
 Checks if the translatable text's owner is a Player. This is necessary for speech lines, since multiple player prefabs can feasibly share the same line. More...
 
AC_TextType GetTranslationType (int index)
 Gets the translation type of a given text index. More...
 

Public Attributes

bool isPlayerLine
 
int playerID = -1
 
GameObject speakerObject
 
int speakerConstantID
 
SpeechTrackPlaybackMode playbackMode = SpeechTrackPlaybackMode.Natural
 

Protected Member Functions

int ChoosePlayerGUI (int _playerID)
 
Player AssignPlayer (int _playerID)
 
SpeechPlayableClip[] GetClipsArray ()
 
SpeechPlayableClip GetClip (int index)
 

Properties

Char SpeakerPrefab [get]
 

Detailed Description

A TrackAsset used by SpeechPlayableBehaviour

Member Function Documentation

◆ CanTranslate()

bool AC.SpeechTrack.CanTranslate ( int  index)

Checks if a given text index can and should be translated.

Parameters
indexThe index of the translatable text
Returns
True if the text can and should be translated

Implements AC.ITranslatable.

◆ GetNumTranslatables()

int AC.SpeechTrack.GetNumTranslatables ( )

Gets the maximum number of possible translatable texts.

Returns
The maximum number of possible translatable texts.

Implements AC.ITranslatable.

◆ GetOwner()

string AC.SpeechTrack.GetOwner ( int  index)

Gets the name of the translatable text's owner. In the case of speech text, it is the name of the character. In the case of menu element text, it is the name of the menu element.

Parameters
indexThe index of the translatable text
Returns
The name of the translatable text's owner.

Implements AC.ITranslatable.

◆ GetTranslatableString()

string AC.SpeechTrack.GetTranslatableString ( int  index)

Gets the text to be translated, given its index.

Parameters
indexThe index of the translatable text
Returns
The text to be translated

Implements AC.ITranslatable.

◆ GetTranslationID()

int AC.SpeechTrack.GetTranslationID ( int  index)

Gets the translation ID of a given text index.

Parameters
indexThe index of the translatable text
Returns
The translation ID of the text

Implements AC.ITranslatable.

◆ GetTranslationType()

AC_TextType AC.SpeechTrack.GetTranslationType ( int  index)

Gets the translation type of a given text index.

Parameters
indexThe index of the translatable text
Returns
The translation type of a given text index.

Implements AC.ITranslatable.

◆ HasExistingTranslation()

bool AC.SpeechTrack.HasExistingTranslation ( int  index)

Checks if a given text index has already been assigned a unique translation ID.

Parameters
indexThe index of the translatable text
Returns
True if the text has been assigned a unique translation ID

Implements AC.ITranslatable.

◆ OwnerIsPlayer()

bool AC.SpeechTrack.OwnerIsPlayer ( int  index)

Checks if the translatable text's owner is a Player. This is necessary for speech lines, since multiple player prefabs can feasibly share the same line.

Parameters
indexThe index of the translatable text
Returns
True if the translatable text's owner is a Player.

Implements AC.ITranslatable.

◆ SetTranslationID()

void AC.SpeechTrack.SetTranslationID ( int  index,
int  lineID 
)

Sets the translation ID of a given text index

Parameters
indexThe index of the translatable text
lineIDThe new translation ID to assign the translatable text

Implements AC.ITranslatable.

Member Data Documentation

◆ isPlayerLine

bool AC.SpeechTrack.isPlayerLine

If True, the line is spoken by the Player

◆ playbackMode

SpeechTrackPlaybackMode AC.SpeechTrack.playbackMode = SpeechTrackPlaybackMode.Natural

The playback mode for speech clips played on this track

◆ playerID

int AC.SpeechTrack.playerID = -1

The ID of the Player, if not the active one

◆ speakerConstantID

int AC.SpeechTrack.speakerConstantID

The ConstantID of the speaking character, used to locate the speaker in the scene at runtime

◆ speakerObject

GameObject AC.SpeechTrack.speakerObject

The prefab of the character who is speaking the lines on this track