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override Playable | CreateTrackMixer (PlayableGraph graph, GameObject go, int inputCount) |
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void | ShowGUI () |
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string | GetTranslatableString (int index) |
| Gets the text to be translated, given its index. More...
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int | GetTranslationID (int index) |
| Gets the translation ID of a given text index. More...
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void | UpdateTranslatableString (int index, string updatedText) |
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int | GetNumTranslatables () |
| Gets the maximum number of possible translatable texts. More...
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bool | CanTranslate (int index) |
| Checks if a given text index can and should be translated. More...
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bool | HasExistingTranslation (int index) |
| Checks if a given text index has already been assigned a unique translation ID. More...
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void | SetTranslationID (int index, int lineID) |
| Sets the translation ID of a given text index More...
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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...
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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...
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AC_TextType | GetTranslationType (int index) |
| Gets the translation type of a given text index. More...
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◆ CanTranslate()
bool AC.SpeechTrack.CanTranslate |
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int |
index | ) |
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Checks if a given text index can and should be translated.
- Parameters
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index | The index of the translatable text |
- Returns
- True if the text can and should be translated
Implements AC.ITranslatable.
◆ GetNumTranslatables()
int AC.SpeechTrack.GetNumTranslatables |
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Gets the maximum number of possible translatable texts.
- Returns
- The maximum number of possible translatable texts.
Implements AC.ITranslatable.
◆ GetOwner()
string AC.SpeechTrack.GetOwner |
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int |
index | ) |
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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
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index | The index of the translatable text |
- Returns
- The name of the translatable text's owner.
Implements AC.ITranslatable.
◆ GetTranslatableString()
string AC.SpeechTrack.GetTranslatableString |
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int |
index | ) |
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Gets the text to be translated, given its index.
- Parameters
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index | The index of the translatable text |
- Returns
- The text to be translated
Implements AC.ITranslatable.
◆ GetTranslationID()
int AC.SpeechTrack.GetTranslationID |
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int |
index | ) |
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Gets the translation ID of a given text index.
- Parameters
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index | The index of the translatable text |
- Returns
- The translation ID of the text
Implements AC.ITranslatable.
◆ GetTranslationType()
AC_TextType AC.SpeechTrack.GetTranslationType |
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int |
index | ) |
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Gets the translation type of a given text index.
- Parameters
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index | The index of the translatable text |
- Returns
- The translation type of a given text index.
Implements AC.ITranslatable.
◆ HasExistingTranslation()
bool AC.SpeechTrack.HasExistingTranslation |
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int |
index | ) |
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Checks if a given text index has already been assigned a unique translation ID.
- Parameters
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index | The 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 |
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int |
index | ) |
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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
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index | The index of the translatable text |
- Returns
- True if the translatable text's owner is a Player.
Implements AC.ITranslatable.
◆ SetTranslationID()
void AC.SpeechTrack.SetTranslationID |
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int |
index, |
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int |
lineID |
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Sets the translation ID of a given text index
- Parameters
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index | The index of the translatable text |
lineID | The new translation ID to assign the translatable text |
Implements AC.ITranslatable.
◆ 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