Adventure Creator  1.71.0
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2019
AC.ActionSpeech Class Reference
Inheritance diagram for AC.ActionSpeech:
AC.Action AC.ITranslatable

Public Member Functions

override void AssignValues (List< ActionParameter > parameters)
 Overwrites any appropriate variables with values set using parameters, or from ConstantID numbers. More...
 
override void AssignParentList (ActionList actionList)
 Passes the ActionList that the Action is a part of to the Action class. This is run before the Action is called or displayed in an Editor. More...
 
override float Run ()
 Runs the Action. More...
 
override void Skip ()
 
override void ClearIDs ()
 
override void ShowGUI (List< ActionParameter > parameters)
 Shows the Action's GUI when its parent ActionList / ActionListAsset uses parameters. More...
 
override void AssignConstantIDs (bool saveScriptsToo, bool fromAssetFile)
 Called when an ActionList has been converted from a scene-based object to an asset file. Within it, AssignConstantID should be called for each of the Action's Constant ID numbers, which will assign a new number if one does not already exist, based on the referenced scene object. More...
 
override string SetLabel ()
 Gets a string that is shown after the Action's title in the Editor to help the user understand what it does. More...
 
override bool ConvertLocalVariableToGlobal (int oldLocalID, int newGlobalID)
 Converts the Action's references from a given local variable to a given global variable More...
 
override bool ConvertGlobalVariableToLocal (int oldGlobalID, int newLocalID, bool isCorrectScene)
 Converts the Action's references from a given global variable to a given local variable More...
 
override int GetVariableReferences (List< ActionParameter > parameters, VariableLocation location, int varID, Variables _variables)
 
override bool ReferencesObjectOrID (GameObject gameObject, int id)
 Checks if the Action makes reference to a particular GameObject More...
 
override bool ReferencesPlayer (int _playerID=-1)
 Checks if the Action makes reference to a particular ActionList asset More...
 
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 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...
 
virtual 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...
 
virtual 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...
 
bool CanTranslate (int index)
 Checks if a given text index can and should be translated. More...
 
- Public Member Functions inherited from AC.Action
 Action ()
 
virtual ActionEnd End (List< Action > actions)
 Generates an ActionEnd class that describes what should happen after the Action has run. More...
 
void PrintComment (ActionList actionList)
 Prints the Action's comment, if applicable, to the Console. More...
 
virtual void ShowGUI ()
 
virtual void SkipActionGUI (List< Action > actions, bool showGUI)
 
virtual void DrawOutWires (List< Action > actions, int i, int offset, Vector2 scrollPosition)
 
int FieldToID< T > (T field, int _constantID, bool alwaysAssign=false)
 
int FieldToID (Collider field, int _constantID)
 
void AddSaveScript< T > (Behaviour field)
 
void AddSaveScript< T > (GameObject _gameObject)
 
void AssignConstantID< T > (T field, int _constantID, int _parameterID)
 
void AssignConstantID (Collider field, int _constantID, int _parameterID)
 
void AssignConstantID (Transform field, int _constantID, int _parameterID)
 
void AssignConstantID (GameObject field, int _constantID, int _parameterID)
 
IDToField< T > (T field, int _constantID, bool moreInfo)
 
Collider IDToField (Collider field, int _constantID, bool moreInfo)
 
int FieldToID (Transform field, int _constantID, bool alwaysAssign=false)
 
Transform IDToField (Transform field, int _constantID, bool moreInfo)
 
int FieldToID (GameObject field, int _constantID)
 
int FieldToID (GameObject field, int _constantID, bool alwaysAssign)
 
GameObject IDToField (GameObject field, int _constantID, bool moreInfo)
 
GameObject IDToField (GameObject field, int _constantID, bool moreInfo, bool alwaysShow)
 
virtual int GetVariableReferences (List< ActionParameter > parameters, VariableLocation location, int varID)
 Gets the number of references the Action makes to a local or global variable More...
 
virtual int GetInventoryReferences (List< ActionParameter > parameters, int invID)
 
virtual int GetDocumentReferences (List< ActionParameter > parameters, int invID)
 
virtual bool ReferencesAsset (ActionListAsset actionListAsset)
 Checks if the Action makes reference to a particular ActionList asset More...
 
virtual void AssignValues ()
 
virtual void Reset (ActionList actionList)
 Resets any runtime values that are necessary to run the Action succesfully More...
 
BoolValue AssignBoolean (List< ActionParameter > parameters, int _parameterID, BoolValue field)
 Replaces a boolean based on an ActionParameter, if appropriate. More...
 
int AssignInteger (List< ActionParameter > parameters, int _parameterID, int field)
 Replaces an integer based on an ActionParameter, if appropriate. More...
 
float AssignFloat (List< ActionParameter > parameters, int _parameterID, float field)
 Replaces a float based on an ActionParameter, if appropriate. More...
 
Transform AssignFile (List< ActionParameter > parameters, int _parameterID, int _constantID, Transform field)
 Replaces a Transform based on an ActionParameter or ConstantID instance, if appropriate. More...
 
Collider AssignFile (List< ActionParameter > parameters, int _parameterID, int _constantID, Collider field)
 Replaces a Collider based on an ActionParameter or ConstantID instance, if appropriate. More...
 
AssignFile< T > (List< ActionParameter > parameters, int _parameterID, int _constantID, T field, bool doLog=true)
 Replaces a generic Behaviour based on an ActionParameter or ConstantID instance, if appropriate. More...
 
AssignFile< T > (int _constantID, T field)
 Replaces a generic Behaviour based on a ConstantID, if appropriate. More...
 
Transform AssignFile (int _constantID, Transform field)
 Replaces a Transform based on a ConstantID, if appropriate. More...
 
virtual void FixLinkAfterDeleting (Action actionToDelete, Action targetAction, List< Action > actionList)
 
virtual void PrepareToCopy (int originalIndex, List< Action > actionList)
 
virtual void PrepareToPaste (int offset)
 
void BreakPoint (int i, ActionList list)
 
virtual void SetLastResult (ActionEnd _actionEnd)
 Sets the value of the lastResult ActionEnd. More...
 
void SetOutput (ActionEnd actionEnd)
 Update the Action's output socket More...
 

Static Public Member Functions

static ActionSpeech CreateNew (Char charToSpeak, string subtitleText, int translationID=-1, bool waitUntilFinish=true)
 Creates a new instance of the 'Dialogue: Play speech' Action with key variables already set. More...
 
static ActionSpeech CreateNew (Char characterToSpeak, string subtitleText, int[] translationIDs, bool waitUntilFinish=true)
 Creates a new instance of the 'Dialogue: Play speech' Action with key variables already set. More...
 
- Static Public Member Functions inherited from AC.Action
static int ChooseParameterGUI (string label, List< ActionParameter > _parameters, int _parameterID, ParameterType _expectedType, int excludeParameterID=-1, string tooltip="")
 
static int ChooseParameterGUI (string label, List< ActionParameter > _parameters, int _parameterID, ParameterType[] _expectedTypes, int excludeParameterID=-1, string tooltip="")
 
static int ChooseParameterGUI (List< ActionParameter > _parameters, int _parameterID)
 
static int FieldToID (GameObject field, int _constantID, bool alwaysAssign, bool _isAssetFile)
 
static GameObject IDToField (GameObject field, int _constantID, bool moreInfo, bool alwaysShow, bool _isAssetFile)
 

Public Attributes

int constantID = 0
 
int parameterID = -1
 
int messageParameterID = -1
 
bool isPlayer
 
int playerID = -1
 
Char speaker
 
string messageText
 
int lineID
 
int [] multiLineIDs
 
bool isBackground = false
 
bool noAnimation = false
 
AnimationClip headClip
 
AnimationClip mouthClip
 
bool play2DHeadAnim = false
 
string headClip2D = ""
 
int headLayer
 
bool play2DMouthAnim = false
 
string mouthClip2D = ""
 
int mouthLayer
 
float waitTimeOffset = 0f
 
- Public Attributes inherited from AC.Action
int id
 
ActionCategory category = ActionCategory.Custom
 
string title
 
string description
 
bool isDisplayed
 
bool showComment
 
string comment
 
int numSockets = 1
 
bool willWait
 
bool isRunning
 
ActionEnd lastResult = new ActionEnd (-10)
 
ResultAction endAction = ResultAction.Continue
 
int skipAction = -1
 
AC.Action skipActionActual
 
Cutscene linkedCutscene
 
ActionListAsset linkedAsset
 
bool isEnabled = true
 
bool isAssetFile = false
 
bool isMarked = false
 
bool isBreakPoint = false
 
Color overrideColor = Color.white
 
bool showOutputSockets = true
 
ActionList parentActionListInEditor = null
 

Static Public Attributes

static string [] stringSeparators = new string[] {"\n", "\\n"}
 

Protected Member Functions

string [] GetSpeechArray ()
 
void StartSpeech (AudioClip audioClip=null)
 
- Protected Member Functions inherited from AC.Action
void AfterRunningOption ()
 
int ChoosePlayerGUI (int _playerID, bool includeActiveOption=false)
 
Player AssignPlayer (int _playerID, List< ActionParameter > parameters, int _playerParameterID)
 
void Log (string message, Object context=null)
 
void LogWarning (string message, Object context=null)
 
void LogError (string message, Object context=null)
 
ActionParameter GetParameterWithID (List< ActionParameter > parameters, int _id)
 
string AssignString (List< ActionParameter > parameters, int _parameterID, string field)
 
Vector3 AssignVector3 (List< ActionParameter > parameters, int _parameterID, Vector3 field)
 
int AssignVariableID (List< ActionParameter > parameters, int _parameterID, int field)
 
GVar AssignVariable (List< ActionParameter > parameters, int _parameterID, GVar field)
 
Variables AssignVariablesComponent (List< ActionParameter > parameters, int _parameterID, Variables field)
 
int AssignInvItemID (List< ActionParameter > parameters, int _parameterID, int field)
 
int AssignDocumentID (List< ActionParameter > parameters, int _parameterID, int field)
 
GameObject AssignFile (List< ActionParameter > parameters, int _parameterID, int _constantID, GameObject field)
 Replaces a GameObject based on an ActionParameter or ConstantID instance, if appropriate. More...
 
Object AssignObject< T > (List< ActionParameter > parameters, int _parameterID, Object field)
 Replaces a GameObject based on an ActionParameter or ConstantID instance, if appropriate. More...
 
GameObject AssignFile (int _constantID, GameObject field)
 Replaces a GameObject based on a ConstantID, if appropriate. More...
 
ActionEnd GenerateActionEnd (ResultAction _resultAction, ActionListAsset _linkedAsset, Cutscene _linkedCutscene, int _skipAction, Action _skipActionActual, List< Action > _actions)
 
ActionEnd GenerateStopActionEnd ()
 

Protected Attributes

bool stopAction = false
 
int splitIndex = 0
 
bool splitDelay = false
 
Char runtimeSpeaker
 
Speech speech
 
LocalVariables localVariables
 
bool runActionListInBackground
 
List< ActionParameterownParameters = new List<ActionParameter>()
 

Properties

AC.Char Speaker [get]
 
- Properties inherited from AC.Action
float defaultPauseTime [get]
 
Rect NodeRect [get, set]
 

Member Function Documentation

◆ AssignConstantIDs()

override void AC.ActionSpeech.AssignConstantIDs ( bool  saveScriptsToo,
bool  fromAssetFile 
)
virtual

Called when an ActionList has been converted from a scene-based object to an asset file. Within it, AssignConstantID should be called for each of the Action's Constant ID numbers, which will assign a new number if one does not already exist, based on the referenced scene object.

Parameters
saveScriptsTooIf True, then the Action shall attempt to add the appropriate 'Remember' script to reference GameObjects as well.
fromAssetFileIf True, then the Action is placed in an ActionListAsset file

Reimplemented from AC.Action.

◆ AssignParentList()

override void AC.ActionSpeech.AssignParentList ( ActionList  actionList)
virtual

Passes the ActionList that the Action is a part of to the Action class. This is run before the Action is called or displayed in an Editor.

Parameters
actionListThe ActionList that the Action is contained in

Reimplemented from AC.Action.

◆ AssignValues()

override void AC.ActionSpeech.AssignValues ( List< ActionParameter parameters)
virtual

Overwrites any appropriate variables with values set using parameters, or from ConstantID numbers.

Parameters
parametersA List of parameters that overwrite variable values

Reimplemented from AC.Action.

◆ CanTranslate()

bool AC.ActionSpeech.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.

◆ ConvertGlobalVariableToLocal()

override bool AC.ActionSpeech.ConvertGlobalVariableToLocal ( int  oldGlobalID,
int  newLocalID,
bool  isCorrectScene 
)
virtual

Converts the Action's references from a given global variable to a given local variable

Parameters
oldGlobalIDThe ID number of the old global variable
newLocalIDThe ID number of the new local variable
isCorrectSceneIf True, the local variable is in the same scene as this ActionList. Otherwise, no change will made, but the return value will be the same
Returns
True if the Action is affected

Reimplemented from AC.Action.

◆ ConvertLocalVariableToGlobal()

override bool AC.ActionSpeech.ConvertLocalVariableToGlobal ( int  oldLocalID,
int  newGlobalID 
)
virtual

Converts the Action's references from a given local variable to a given global variable

Parameters
oldLocalIDThe ID number of the old local variable
newGlobalIDThe ID number of the new global variable
Returns
True if the Action was amended

Reimplemented from AC.Action.

◆ CreateNew() [1/2]

static ActionSpeech AC.ActionSpeech.CreateNew ( Char  charToSpeak,
string  subtitleText,
int  translationID = -1,
bool  waitUntilFinish = true 
)
static

Creates a new instance of the 'Dialogue: Play speech' Action with key variables already set.

Parameters
charToSpeakThe character to speak
subtitleTextWhat the character says
translationIDThe line's translation ID number, as generated by the Speech Manager
waitUntilFinishIf True, the Action will wait until the character has finished speaking
Returns
The generated Action

◆ CreateNew() [2/2]

static ActionSpeech AC.ActionSpeech.CreateNew ( Char  characterToSpeak,
string  subtitleText,
int []  translationIDs,
bool  waitUntilFinish = true 
)
static

Creates a new instance of the 'Dialogue: Play speech' Action with key variables already set.

Parameters
characterToSpeakThe character to speak
subtitleTextWhat the character says
translationIDsThe line's translation ID numbers, as generated by the Speech Manager
waitUntilFinishIf True, the Action will wait until the character has finished speaking
Returns
The generated Action

◆ GetNumTranslatables()

int AC.ActionSpeech.GetNumTranslatables ( )

Gets the maximum number of possible translatable texts.

Returns
The maximum number of possible translatable texts.

Implements AC.ITranslatable.

◆ GetOwner()

virtual string AC.ActionSpeech.GetOwner ( int  index)
virtual

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.ActionSpeech.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.ActionSpeech.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.ActionSpeech.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.ActionSpeech.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()

virtual bool AC.ActionSpeech.OwnerIsPlayer ( int  index)
virtual

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.

◆ ReferencesObjectOrID()

override bool AC.ActionSpeech.ReferencesObjectOrID ( GameObject  gameObject,
int  id 
)
virtual

Checks if the Action makes reference to a particular GameObject

Parameters
gameObjectThe GameObject to check for
idThe GameObject's associated ConstantID value
Returns
True if the Action references the GameObject

Reimplemented from AC.Action.

◆ ReferencesPlayer()

override bool AC.ActionSpeech.ReferencesPlayer ( int  playerID = -1)
virtual

Checks if the Action makes reference to a particular ActionList asset

Parameters
playerIDThe Player to check for, if player-switching is enabled
Returns
True if the Action references the Player

Reimplemented from AC.Action.

◆ Run()

override float AC.ActionSpeech.Run ( )
virtual

Runs the Action.

Returns
The time, in seconds, to wait before ActionList calls this function again. If 0, then the Action will not be re-run. If >0, and isRunning = True, then the Action will be re-run isRunning = False

Reimplemented from AC.Action.

◆ SetLabel()

override string AC.ActionSpeech.SetLabel ( )
virtual

Gets a string that is shown after the Action's title in the Editor to help the user understand what it does.

Returns
A string that is shown after the Action's title in the Editor to help the user understand what it does.

Reimplemented from AC.Action.

◆ SetTranslationID()

void AC.ActionSpeech.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.

◆ ShowGUI()

override void AC.ActionSpeech.ShowGUI ( List< ActionParameter parameters)
virtual

Shows the Action's GUI when its parent ActionList / ActionListAsset uses parameters.

Parameters
parametersA List of parameters available in the parent ActionList / ActionListAsset

Reimplemented from AC.Action.

◆ Skip()

override void AC.ActionSpeech.Skip ( )
virtual

Runs the Action instantaneously.

Reimplemented from AC.Action.