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// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
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// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
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using UnityEngine;
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using System.Collections.Generic;
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namespace Fungus
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{
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/// <summary>
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/// A Character that can be used in dialogue via the Say, Conversation and Portrait commands.
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/// </summary>
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public interface ICharacter
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{
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/// <summary>
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/// Character name as displayed in Say Dialog.
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/// </summary>
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string NameText { get; }
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/// <summary>
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/// Color to display the character name in Say Dialog.
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/// </summary>
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Color NameColor { get; }
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/// <summary>
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/// Sound effect to play when this character is speaking.
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/// </summary>
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/// <value>The sound effect.</value>
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AudioClip SoundEffect { get; }
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/// <summary>
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/// List of portrait images that can be displayed for this character.
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/// </summary>
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List<Sprite> Portraits { get; }
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/// <summary>
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/// Direction that portrait sprites face.
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/// </summary>
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FacingDirection PortraitsFace { get; }
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/// <summary>
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/// Currently display profile sprite for this character.
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/// </summary>
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/// <value>The profile sprite.</value>
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Sprite ProfileSprite { get; set; }
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/// <summary>
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/// Current display state of this character's portrait.
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/// </summary>
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/// <value>The state.</value>
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PortraitState State { get; }
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/// <summary>
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/// Sets the active Say dialog with a reference to a Say Dialog object in the scene. This Say Dialog will be used whenever the character speaks.
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/// </summary>
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ISayDialog SetSayDialog { get; }
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/// <summary>
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/// Returns the name of the game object.
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/// </summary>
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string GetObjectName();
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/// <summary>
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/// Returns true if the character name starts with the specified string. Case insensitive.
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/// </summary>
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bool NameStartsWith(string matchString);
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/// <summary>
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/// Looks for a portrait by name on a character
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/// If none is found, give a warning and return a blank sprite
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/// </summary>
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Sprite GetPortrait(string portraitString);
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}
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}
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