Adventure Creator  1.79.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
AC.Dialog Member List

This is the complete list of members for AC.Dialog, including all inherited members.

_LateUpdate() (defined in AC.Dialog)AC.Dialog
_Update()AC.Dialog
AudioIsPlaying()AC.Dialog
CharacterIsSpeaking(Char _char)AC.Dialog
conversationDelayAC.Dialog
defaultAudioSource (defined in AC.Dialog)AC.Dialogprotected
EndBackgroundSpeechAudio(Speech speech) (defined in AC.Dialog)AC.Dialogprotected
EndSpeech(int i, bool stopCharacter=false) (defined in AC.Dialog)AC.Dialogprotected
EndSpeechByCharacter(Char character)AC.Dialog
FoundAudio()AC.Dialog
GenerateLipSyncShapes(LipSyncMode _lipSyncMode, int lineID, Char _speaker, string language="", string _message="", TextAsset lipsyncOverride=null, AudioClip audioClip=null)AC.Dialogvirtual
GetLatestSpeech(Menu menu=null)AC.Dialog
GetLiveSpeechWithID(int lineID)AC.Dialog
GetNarratorAudioSource()AC.Dialog
GetSpeaker(int languageNumber=0)AC.Dialog
GetSpeakingCharacter()AC.Dialog
IsAnySpeechPlaying(bool ignoreBackgroundSpeech=false)AC.Dialog
KillDialog(bool stopCharacter, bool forceMenusOff, SpeechMenuLimit speechMenuLimit=SpeechMenuLimit.All, SpeechMenuType speechMenuType=SpeechMenuType.All, string limitToCharacters="")AC.Dialog
KillDialog(Speech speech)AC.Dialog
LineIsPlaying(int lineID)AC.Dialog
NarrationIsPlaying()AC.Dialog
narratorAudioSource (defined in AC.Dialog)AC.Dialogprotected
narratorSoundAC.Dialog
OnChangeVolume(SoundType soundType, float newVolume) (defined in AC.Dialog)AC.Dialogprotected
OnDestroy() (defined in AC.Dialog)AC.Dialogprotected
OnDisable() (defined in AC.Dialog)AC.Dialogprotected
OnEnable() (defined in AC.Dialog)AC.Dialogprotected
OnInitialiseScene() (defined in AC.Dialog)AC.Dialog
PlayScrollAudio(AC.Char _speaker)AC.Dialogvirtual
richTextTagsAC.Dialog
SpeechEventTokenKeysAC.Dialog
speechEventTokenKeys (defined in AC.Dialog)AC.Dialogprotected
speechListAC.Dialog
StartDialog(Char _speaker, string _text, bool isBackground=false, int lineID=-1, bool noAnimation=false, bool preventSkipping=false, AudioClip audioOverride=null, TextAsset lipsyncOverride=null)AC.Dialog
StartDialog(Char _speaker, int lineID, bool isBackground=false, bool noAnimation=false)AC.Dialog