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59 lines
2.3 KiB
59 lines
2.3 KiB
8 years ago
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using UnityEngine;
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namespace Fungus
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{
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/// <summary>
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/// Display story text in a visual novel style dialog box.
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/// </summary>
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public interface ISayDialog
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{
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/// <summary>
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/// Sets the active state of the Say Dialog gameobject.
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/// </summary>
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void SetActive(bool state);
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/// <summary>
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/// Sets the active speaking character.
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/// </summary>
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/// <param name="character">The active speaking character.</param>
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/// <param name="flowchart">An optional Flowchart to use for variable substitution in the character name string.</param>
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void SetCharacter(Character character, Flowchart flowchart = null);
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/// <summary>
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/// Sets the character image to display on the Say Dialog.
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/// </summary>
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void SetCharacterImage(Sprite image);
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/// <summary>
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/// Sets the character name to display on the Say Dialog.
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/// </summary>
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void SetCharacterName(string name, Color color);
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/// <summary>
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/// Write a line of story text to the Say Dialog.
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/// </summary>
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/// <param name="text">The text to display.</param>
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/// <param name="clearPrevious">Clear any previous text in the Say Dialog.</param>
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/// <param name="waitForInput">Wait for player input before continuing once text is written.</param>
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/// <param name="fadeWhenDone">Fade out the Say Dialog when writing and player input has finished.</param>
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/// <param name="stopVoiceover">Stop any existing voiceover audio before writing starts.</param>
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/// <param name="voiceOverClip">Voice over audio clip to play.</param>
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/// <param name="onComplete">Callback to execute when writing and player input have finished.</param>
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void Say(string text, bool clearPrevious, bool waitForInput, bool fadeWhenDone, bool stopVoiceover, AudioClip voiceOverClip, System.Action onComplete);
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/// <summary>
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/// Tell the Say Dialog to fade out once writing and player input have finished.
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/// </summary>
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bool FadeWhenDone { set; }
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/// <summary>
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/// Stop the Say Dialog while its writing text.
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/// </summary>
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void Stop();
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/// <summary>
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/// Stops writing text and clears the Say Dialog.
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/// </summary>
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void Clear();
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}
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}
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