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75 lines
3.6 KiB
75 lines
3.6 KiB
// 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; |
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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(ICharacter character, IFlowchart 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. Starts coroutine automatically. |
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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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/// Write a line of story text to the Say Dialog. Must be started as a coroutine. |
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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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IEnumerator DoSay(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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} |