An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
using UnityEngine;
using System.Collections;
namespace Fungus
{
/// <summary>
/// Display story text in a visual novel style dialog box.
/// </summary>
public interface ISayDialog
{
/// <summary>
/// Sets the active state of the Say Dialog gameobject.
/// </summary>
void SetActive(bool state);
/// <summary>
/// Sets the active speaking character.
/// </summary>
/// <param name="character">The active speaking character.</param>
/// <param name="flowchart">An optional Flowchart to use for variable substitution in the character name string.</param>
void SetCharacter(ICharacter character, IFlowchart flowchart = null);
/// <summary>
/// Sets the character image to display on the Say Dialog.
/// </summary>
void SetCharacterImage(Sprite image);
/// <summary>
/// Sets the character name to display on the Say Dialog.
/// </summary>
void SetCharacterName(string name, Color color);
/// <summary>
/// Write a line of story text to the Say Dialog. Starts coroutine automatically.
/// </summary>
/// <param name="text">The text to display.</param>
/// <param name="clearPrevious">Clear any previous text in the Say Dialog.</param>
/// <param name="waitForInput">Wait for player input before continuing once text is written.</param>
/// <param name="fadeWhenDone">Fade out the Say Dialog when writing and player input has finished.</param>
/// <param name="stopVoiceover">Stop any existing voiceover audio before writing starts.</param>
/// <param name="voiceOverClip">Voice over audio clip to play.</param>
/// <param name="onComplete">Callback to execute when writing and player input have finished.</param>
void Say(string text, bool clearPrevious, bool waitForInput, bool fadeWhenDone, bool stopVoiceover, AudioClip voiceOverClip, System.Action onComplete);
/// <summary>
/// Write a line of story text to the Say Dialog. Must be started as a coroutine.
/// </summary>
/// <param name="text">The text to display.</param>
/// <param name="clearPrevious">Clear any previous text in the Say Dialog.</param>
/// <param name="waitForInput">Wait for player input before continuing once text is written.</param>
/// <param name="fadeWhenDone">Fade out the Say Dialog when writing and player input has finished.</param>
/// <param name="stopVoiceover">Stop any existing voiceover audio before writing starts.</param>
/// <param name="voiceOverClip">Voice over audio clip to play.</param>
/// <param name="onComplete">Callback to execute when writing and player input have finished.</param>
IEnumerator DoSay(string text, bool clearPrevious, bool waitForInput, bool fadeWhenDone, bool stopVoiceover, AudioClip voiceOverClip, System.Action onComplete);
/// <summary>
/// Tell the Say Dialog to fade out once writing and player input have finished.
/// </summary>
bool FadeWhenDone { set; }
/// <summary>
/// Stop the Say Dialog while its writing text.
/// </summary>
void Stop();
/// <summary>
/// Stops writing text and clears the Say Dialog.
/// </summary>
void Clear();
}
}