|  | Adventure Creator 1.84.3
    An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2024 | 
| 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
| 
 | get | 
The index of the current end of the line, if speech-scrolling is enabled in the Speech Manager
| 
 | getprotected set | 
The display text
| 
 | get | 
The full display text of the line
| 
 | getprotected set | 
True if the line should play in the backround, and not interrupt Actions or gameplay.
| 
 | get | 
The ID number of the line, as set by the Speech Manager
| 
 | get | 
The original text, without stripping of tokens or tags
| 
 | getprotected set | 
The characters speaking the line, unless a narration
| 
 | get | 
The display name of the speaking character
| 
 | get | 
The line's associated SpeechLine class, provided it's been gathered by the Speech Manager
| 
 | getset | 
The amount of time left of the Speech's lifetime