using UnityEngine;
using System.Collections;
namespace Fungus
{
///
/// Writes text using a typewriter effect to a UI text object.
///
public interface IWriter
{
///
/// This property is true when the writer is writing text or waiting (i.e. still processing tokens).
///
bool IsWriting { get; }
///
/// This property is true when the writer is waiting for user input to continue.
///
bool IsWaitingForInput { get; }
///
/// Stop writing text.
///
void Stop();
///
/// Writes text using a typewriter effect to a UI text object.
///
/// Text to be written
/// If true clears the previous text.
/// Writes the text and then waits for player input before calling onComplete.
/// Stops any currently playing audioclip.
/// Audio clip to play when text starts writing.
/// Callback to call when writing is finished.
IEnumerator Write(string content, bool clear, bool waitForInput, bool stopAudio, AudioClip audioClip, System.Action onComplete);
///
/// Sets the color property of the text UI object.
///
void SetTextColor(Color textColor);
///
/// Sets the alpha component of the color property of the text UI object.
///
void SetTextAlpha(float textAlpha);
}
///
/// Implement this interface to be notified about Writer events.
///
public interface IWriterListener
{
///
/// Called when a user input event (e.g. a click) has been handled by the Writer.
///
void OnInput();
/// Called when the Writer starts writing new text
/// An optional audioClip sound effect can be supplied (e.g. for voiceover)
void OnStart(AudioClip audioClip);
/// Called when the Writer has paused writing text (e.g. on a {wi} tag).
void OnPause();
/// Called when the Writer has resumed writing text.
void OnResume();
/// Called when the Writer has finished writing text.
/// Controls whether audio should be stopped when writing ends.
void OnEnd(bool stopAudio);
/// Called every time the Writer writes a new character glyph.
void OnGlyph();
///
/// Called when voiceover should start.
///
void OnVoiceover(AudioClip voiceOverClip);
}
}