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Adventure Creator 1.85.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2025
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Public Types | |
| enum | ContinueState { None , Pending , Continued } |
Public Member Functions | |
| Speech (Char _speaker, string _message, int lineID, bool _isBackground, bool _noAnimation, bool _preventSkipping=false, AudioClip audioOverride=null, TextAsset lipsyncOverride=null) | |
| The default Constructor. | |
| Speech (string _message) | |
| A special-case Constructor purely used to display text without tags when exporting script-sheets. | |
| Speech (AC.Char _speaker, string _message) | |
| void | UpdateVolume () |
| void | UpdateDisplay () |
| void | EndPause () |
| bool | HasConditions (SpeechMenuLimit speechMenuLimit, SpeechMenuType speechMenuType, string limitToCharacters, SpeechProximityLimit speechProximityLimit=SpeechProximityLimit.NoLimit, float speechProximityDistance=0f) |
| Checks if the speech line matches certain conditions. | |
| void | UpdateInput () |
| Updates the state of the Speech based on the user's input. This is called every Update call by StateHandler. | |
| void | EndBackgroundSpeechAudio (AC.Char newSpeaker) |
| Ends speech audio, if it is playing in the background. | |
| void | EndSpeechAudio () |
| string | GetSpeaker (int languageNumber=0) |
| Gets the display name of the speaking character. | |
| Color | GetColour () |
| Gets the colour of the subtitle text. | |
| AC.Char | GetSpeakingCharacter () |
| Gets the speaking character. | |
| bool | IsPaused () |
| bool | IsScrolling () |
| bool | IsPlayingAudio () |
| Sprite | GetPortraitSprite () |
| Gets a Sprite based on the portrait graphic of the speaking character. If lipsincing is enabled, the sprite will be based on the current phoneme. | |
| Texture | GetPortrait () |
| Gets the portrait graphic of the speaking character. | |
| bool | IsAnimating () |
| Checks if the speaking character's portrait graphic can be animated. | |
| void | ReplaceDisplayText (string newDisplayText, bool resetScrollAmount=true) |
| Replaces the speech's display text. Note that this will not affect audio or lipsyncing. | |
| bool | MenuCanShow (Menu menu) |
| Checks if a Menu is able to show this speech line. | |
| bool | CanScroll () |
| override string | ToString () |
| void | SetCharIndex (int charIndex) |
| Sets the scrolling amount to a specific character index. This will not affect the speech's duration, however. | |
Static Public Member Functions | |
| static void | CreateSkippedSpeech (Char _speaker, string _message, int lineID) |
Public Attributes | |
| SpeechLog | log |
| bool | isAlive |
| bool | hasAudio |
| ContinueState | continueState = ContinueState.None |
| bool | useUnscaledTime |
| bool | noAnimation = false |
Protected Attributes | |
| int | gapIndex = -1 |
| int | continueIndex = -1 |
| List< SpeechGap > | speechGaps = new List<SpeechGap>() |
| float | endTime |
| float | continueTime |
| float | minSkipTime |
| bool | preventSkipping = false |
| bool | usingRichText = false |
| bool | isSkippable |
| bool | pauseGap |
| bool | holdForever = false |
| string | originalText |
| float | scrollAmount = 0f |
| float | pauseEndTime = 0f |
| bool | pauseIsIndefinite = false |
| AudioSource | audioSource = null |
| bool | isRTL = false |
| int | currentCharIndex = 0 |
| float | minDisplayTime |
| string | realName |
Properties | |
| string | displayText [get, protected set] |
| bool | isBackground [get, protected set] |
| AC.Char | speaker [get, protected set] |
| float | TimeRemaining [get, set] |
| string | SpeakerName [get] |
| int | LineID [get] |
| string | FullText [get] |
| SpeechLine | SpeechLine [get] |
| int | CurrentCharIndex [get] |
| string | OriginalText [get] |
A container class for an active line of dialogue.
| AC.Speech.Speech | ( | Char | _speaker, |
| string | _message, | ||
| int | lineID, | ||
| bool | _isBackground, | ||
| bool | _noAnimation, | ||
| bool | _preventSkipping = false, | ||
| AudioClip | audioOverride = null, | ||
| TextAsset | lipsyncOverride = null ) |
The default Constructor.
| _speaker | The speaking character. If null, the line is considered a narration |
| _message | The subtitle text to display |
| lineID | The unique ID number of the line, as generated by the Speech Manager |
| _isBackground | True if the line should play in the background, and not interrupt Actions or gameplay |
| _noAnimation | True if the speaking character should not play a talking animation |
| _preventSkipping | True if the speech cannot be skipped regardless of subtitle settings in the Speech Manager |
| audioOverride | If set, then this audio will be played instead of the one assigned via the Speech Manager given the line ID and language |
| lipsyncOverride | If set, then this lipsync text asset will be played instead of the one assigned via the Speech Manager given the line ID and language |
| AC.Speech.Speech | ( | string | _message | ) |
A special-case Constructor purely used to display text without tags when exporting script-sheets.
| _message | The subtitle text to display |
| bool AC.Speech.CanScroll | ( | ) |
Checks if scrolling is possible with this line - regardless of whether or not it is currently doing so
| void AC.Speech.EndBackgroundSpeechAudio | ( | AC.Char | newSpeaker | ) |
Ends speech audio, if it is playing in the background.
| newSpeaker | If the line's speaker matches this, the audio will not end |
| void AC.Speech.EndPause | ( | ) |
Ends the current pause.
| void AC.Speech.EndSpeechAudio | ( | ) |
Ends speech audio, regardless of conditions.
| Color AC.Speech.GetColour | ( | ) |
Gets the colour of the subtitle text.
| Texture AC.Speech.GetPortrait | ( | ) |
Gets the portrait graphic of the speaking character.
| Sprite AC.Speech.GetPortraitSprite | ( | ) |
Gets a Sprite based on the portrait graphic of the speaking character. If lipsincing is enabled, the sprite will be based on the current phoneme.
| string AC.Speech.GetSpeaker | ( | int | languageNumber = 0 | ) |
Gets the display name of the speaking character.
| languageNumber | The index number of the language number to get the text in |
| AC.Char AC.Speech.GetSpeakingCharacter | ( | ) |
Gets the speaking character.
| bool AC.Speech.HasConditions | ( | SpeechMenuLimit | speechMenuLimit, |
| SpeechMenuType | speechMenuType, | ||
| string | limitToCharacters, | ||
| SpeechProximityLimit | speechProximityLimit = SpeechProximityLimit::NoLimit, | ||
| float | speechProximityDistance = 0f ) |
Checks if the speech line matches certain conditions.
| speechMenuLimit | What kind of speech has to play for this Menu to enable (All, BlockingOnly, BackgroundOnly) |
| speechMenuType | What kind of speaker has to be speaking for this Menu to enable (All, CharactersOnly, NarrationOnly, SpecificCharactersOnly) |
| limitToCharacters | A list of character names that this Menu will show for, if speechMenuType = SpeechMenuType.SpecificCharactersOnly |
| speechProximityLimit | Whether or not the distance the Player/MainCamera is from the speaking character affects display |
| speechProximityDistance | The maximum distance if speechProximityLimit != SpeechProximityLimit.NoLimit" |
| bool AC.Speech.IsAnimating | ( | ) |
Checks if the speaking character's portrait graphic can be animated.
| bool AC.Speech.IsPaused | ( | ) |
Checks if the speech line is temporarily paused, due to a [wait] or [wait:X] token.
| bool AC.Speech.IsPlayingAudio | ( | ) |
Checks if the speech line is currently playing audio
| bool AC.Speech.IsScrolling | ( | ) |
Checks if the speech line is currently scrolling
| bool AC.Speech.MenuCanShow | ( | Menu | menu | ) |
| void AC.Speech.ReplaceDisplayText | ( | string | newDisplayText, |
| bool | resetScrollAmount = true ) |
Replaces the speech's display text. Note that this will not affect audio or lipsyncing.
| newSpeechText | The new display text |
| resetScrollAmount | If True, then the amount by which the text has scrolled will be reset |
| void AC.Speech.SetCharIndex | ( | int | charIndex | ) |
Sets the scrolling amount to a specific character index. This will not affect the speech's duration, however.
| charIndex | The new character index |
| void AC.Speech.UpdateDisplay | ( | ) |
Updates the state of the line. This is called every LateUpdate call by StateHandler.
| void AC.Speech.UpdateVolume | ( | ) |
| ContinueState AC.Speech.continueState = ContinueState.None |
If not None, then the Action that ran this speech will end, but the speech line is still active
| bool AC.Speech.hasAudio |
If True, the speech line has an AudioClip supplied
| bool AC.Speech.isAlive |
True if the line is active
| bool AC.Speech.noAnimation = false |
If True, the assocaited character will not play speaking animation
| bool AC.Speech.useUnscaledTime |
If True, the line will update using Time.unscaledTime
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get |
The index of the current end of the line, if speech-scrolling is enabled in the Speech Manager
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getprotected set |
The display text
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get |
The full display text of the line
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getprotected set |
True if the line should play in the backround, and not interrupt Actions or gameplay.
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get |
The ID number of the line, as set by the Speech Manager
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get |
The original text, without stripping of tokens or tags
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getprotected set |
The characters speaking the line, unless a narration
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get |
The display name of the speaking character
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get |
The line's associated SpeechLine class, provided it's been gathered by the Speech Manager
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getset |
The amount of time left of the Speech's lifetime